using BrewMonster.Network; using CSNetwork; using CSNetwork.GPDataType; using CSNetwork.Protocols; using CSNetwork.Protocols.RPCData; using System; using System.IO; using System.Text; using TMPro; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.SceneManagement; using UnityEngine.UI; using Scene = UnityEngine.SceneManagement.Scene; using System.Runtime.InteropServices; using Unity.VisualScripting; using PerfectWorld.Scripts.Managers; public class CECHostPlayer : EC_Player { [SerializeField] private TextMeshPro txtName; [SerializeField] private CharacterController controller; [SerializeField] private Joystick joystick; [SerializeField] private Button btnJump; [SerializeField] private Button btnRun; [SerializeField] private Transform parentModel; PlayerStateMachine _playerStateMachine; PlayerMoveState _moveState; PlayerIdleState _idleState; CECHostMove m_MoveCtrl; float playerSpeed = 5.0f; float jumpHeight = 1.5f; float gravityValue = -9.81f; StateAnim stateAnim = StateAnim.Idle; Vector3 playerVelocity; bool isGrounded = false; bool isRun = false; Vector3 m_vLastSevPos; // ====== Ground cast config ====== [Header("Ground Cast")] [Tooltip("Khoảng thêm ngoài skinWidth để SphereCast xuống (m ngắn)")] [SerializeField] private float extraGroundDistance = 0.05f; [Tooltip("Bớt bán kính một chút để tránh tự va vào capsule (epsilon)")] [SerializeField] private float radiusEpsilon = 0.005f; [Tooltip("Layer mặt đất")] [SerializeField] private LayerMask groundMask; [Tooltip("Layer mặt đất")] [SerializeField] private float slopeToleranceDeg = 2f; // cache tùy chọn (không bắt buộc) float ccRadius, ccSkin; RaycastHit lastGroundHit; private void Awake() { base.Awake(); _moveState = new PlayerMoveState(this); _idleState = new PlayerIdleState(this); _playerStateMachine = new PlayerStateMachine(); m_MoveCtrl = new CECHostMove(this); // Cache: không bắt buộc, nhưng gọn tay và ít gọi property lặp. if (controller != null) { ccRadius = controller.radius; ccSkin = controller.skinWidth; } } public void SetModelHostPlayer() { m_pPlayerModel = NPCManager.Instance.GetModelPlayer(); Scene scene = SceneManager.GetSceneByName("WorldRender"); SceneManager.MoveGameObjectToScene(m_pPlayerModel, scene); m_pPlayerModel.transform.SetParent(parentModel); m_pPlayerModel.transform.localPosition = Vector3.zero; m_pPlayerModel.SetActive(true); } private void Start() { _playerStateMachine.InitState(_idleState); // btnJump.onClick.AddListener(HandleJump); } private void Update() { //Debug.Log($"(ulong)Time.deltaTime * 1000 {(ulong)(Time.deltaTime * 1000)}"); m_MoveCtrl.Tick((ulong)(Time.deltaTime * 1000)); // Nếu có thay đổi runtime, có thể lấy lại mỗi vài giây/Start nếu bạn thích: // ccRadius = controller.radius; ccSkin = controller.skinWidth; _playerStateMachine.UpdateState(); } public void StopMovement() { m_MoveCtrl.SendStopMoveCmd(transform.position, 5f, (int)MoveMode.GP_MOVE_WALK); } public void HandleMovement() { // 1) Kiểm tra grounded bằng SphereCast ngắn dựa trên radius + skinWidth isGrounded = GroundCheck(out lastGroundHit); // 2) Input tạm thời: giữ nguyên như bạn if (UnityEngine.Input.GetKeyDown(KeyCode.LeftShift)) SetStatusRun(true); if (UnityEngine.Input.GetKeyUp(KeyCode.LeftShift)) SetStatusRun(false); if (UnityEngine.Input.GetKeyDown(KeyCode.Space)) HandleJump(); // 3) Trọng lực / sticky if (isGrounded && playerVelocity.y < 0f) { // Đè nhẹ để bám đất (tránh nhấp-nháy) playerVelocity.y = -2f; } else { playerVelocity.y += gravityValue * Time.deltaTime; } // 4) Chuyển động phẳng float x = joystick.Horizontal; float z = joystick.Vertical; Vector3 move = new Vector3(x, 0, z); move = Vector3.ClampMagnitude(move, 1f); if (move != Vector3.zero) { transform.forward = move; Debug.LogWarning("HoangDev :HandleMovement"); m_MoveCtrl.GroundMove(Time.deltaTime); m_MoveCtrl.SendMoveCmd(transform.position, controller.velocity, (int)MoveMode.GP_MOVE_RUN); } else { } Vector3 finalMove = (move * playerSpeed) + (playerVelocity.y * Vector3.up); controller.Move(finalMove * Time.deltaTime); } private void JoystickRelease(JoystickRealeaseEvent joystickRealeaseEvent) { _playerStateMachine.ChangeState(_idleState); } private bool GroundCheck(out RaycastHit hit) { float radius = controller.radius; float skin = controller.skinWidth; float height = controller.height; // Tâm capsule theo world Vector3 cWorld = transform.TransformPoint(controller.center); float hemi = Mathf.Max(0f, (height * 0.5f) - radius); // Hai điểm top/bottom của capsule nhân vật (đang đứng) Vector3 pTop = cWorld + Vector3.up * hemi; Vector3 pBottom = cWorld - Vector3.up * hemi; // Ta tạo một "đoạn capsule ngắn" gần đáy để sweep xuống // Nhấc đoạn bắt đầu lên 1 chút để không bắt đầu trong trạng thái giao nhau Vector3 startBottom = pBottom + Vector3.up * (skin + 0.01f); Vector3 startTop = startBottom + Vector3.up * (radius * 2f - 0.02f); // chiều cao đoạn ngắn ~2*radius float castRadius = Mathf.Max(0f, radius - radiusEpsilon); float castDistance = skin + extraGroundDistance; // quãng sweep ngắn bool hitSomething = Physics.CapsuleCast( startTop, startBottom, castRadius, Vector3.down, out hit, castDistance, groundMask, QueryTriggerInteraction.Ignore ); if (!hitSomething) return false; // Lọc theo slope limit float maxSlope = controller.slopeLimit + slopeToleranceDeg; float slope = Vector3.Angle(hit.normal, Vector3.up); if (slope > maxSlope) return false; return true; } private void HandleJump() { if (isGrounded) { playerVelocity.y = Mathf.Sqrt(jumpHeight * -2f * gravityValue); } } public void ProcessMessage(in ECMSG Msg) { Debug.LogWarning("HoangDev : ProcessMessageProcessMessageProcessMessage"); switch ((int)Msg.dwMsg) { case int value when value == EC_MsgDef.MSG_HST_CORRECTPOS: OnMsgHstCorrectPos(Msg); break; case int value when value == EC_MsgDef.MSG_HST_GOTO: OnMsgHstGoto(Msg); break; case int value when value == EC_MsgDef.MSG_HST_IVTRINFO: { OnMsgHstIvtrInfo(Msg); break; } case int value when value == EC_MsgDef.MSG_HST_OWNITEMINFO: { OnMsgHstOwnItemInfo(Msg); break; } } } public void OnMsgHstOwnItemInfo(ECMSG Msg) { int cmd = Convert.ToInt32(Msg.dwParam2); switch (cmd) { case CommandID.OWN_ITEM_INFO: { Debug.Log("[Inventory] OWN_ITEM_INFO received"); var data = Msg.dwParam1 as byte[]; int hostId = Convert.ToInt32(Msg.dwParam3); PerfectWorld.Scripts.Managers.EC_Inventory.LogInventoryPacket("OWN_ITEM_INFO", data, hostId); break; } } } public void OnMsgHstIvtrInfo(ECMSG Msg) { var data = Msg.dwParam1 as byte[]; int cmd = Convert.ToInt32(Msg.dwParam2); int hostId = Convert.ToInt32(Msg.dwParam3); switch (cmd) { case CommandID.OWN_IVTR_DATA: { Debug.Log("[Inventory] OWN_IVTR_DATA received"); PerfectWorld.Scripts.Managers.EC_Inventory.LogInventoryPacket("OWN_IVTR_DATA", data, hostId); break; } case CommandID.OWN_IVTR_DETAIL_DATA: { Debug.Log("[Inventory] OWN_IVTR_DETAIL_DATA received"); PerfectWorld.Scripts.Managers.EC_Inventory.LogInventoryPacket("OWN_IVTR_DETAIL_DATA", data, hostId); // Parse and store if (data != null && data.Length >= 6) { byte byPackage = data[0]; byte ivtrSize = data[1]; if (PerfectWorld.Scripts.Managers.EC_IvtrItem.TryParseInventoryDetail(data, out var pkg, out var size, out var items)) { PerfectWorld.Scripts.Managers.EC_Inventory.UpdatePack(pkg, size, items); } } break; } } } public void OnMsgHstCorrectPos(in ECMSG Msg) { Debug.LogWarning("HoangDev : OnMsgHstCorrectPos"); byte[] buf = (byte[])Msg.dwParam1; // chỗ bạn lưu pDataBuf GCHandle handle = GCHandle.Alloc(buf, GCHandleType.Pinned); cmd_host_correct_pos pCmd = (cmd_host_correct_pos)Marshal.PtrToStructure( handle.AddrOfPinnedObject(), typeof(cmd_host_correct_pos)); handle.Free(); Debug.LogWarning("HoangDev :pCmd.pos " + pCmd.pos); SetPos(pCmd.pos); } public void OnMsgHstGoto(in ECMSG Msg) { Debug.Log("HoangDev :OnMsgHstGoto"); cmd_notify_hostpos pCmd = (cmd_notify_hostpos)Msg.dwParam1; } private void SetPos(Vector3 pos) { transform.position = pos; } public void SetStatusRun(bool value) { if (!isGrounded) { Debug.LogError("Player not in ground"); return; } isRun = value; } public void InitCharacter(cmd_self_info_1 role) { string roleName = "(Error decoding name)"; //if (role.name != null && role.name.ByteArray != null) //{ // roleName = Encoding.UTF8.GetString(role.name.ByteArray, 0, role.name.Length); //} SetPlayerInfor(new INFO(role.cid, role.crc_e, role.crc_c)); Vector3 pos = new Vector3(role.pos.x, role.pos.y, role.pos.z); if (txtName != null) txtName.text = roleName; transform.position = pos; SetModelHostPlayer(); Debug.LogError("Pos Character = " + pos); joystick = FindAnyObjectByType(); EventBus.Subscribe(JoystickRelease); EventBus.Subscribe(JoystickStartDrag); if (TryGetComponent(out var visual)) { visual.InitHostPlayerEventDoneHandler(); } } private void JoystickStartDrag(JoystickPressEvent joystickPressEvent) { _playerStateMachine.ChangeState(_moveState); } private void OnDestroy() { EventBus.Unsubscribe(JoystickRelease); EventBus.Unsubscribe(JoystickStartDrag); } public void InitCharacter(info_player_1 role) { string roleName = "(Error decoding name)"; //if (role.name != null && role.name.ByteArray != null) //{ // roleName = Encoding.UTF8.GetString(role.name.ByteArray, 0, role.name.Length); //} Vector3 pos = new Vector3(role.pos.x, role.pos.y, role.pos.z); if (txtName != null) txtName.text = roleName; transform.position = pos; SetModelHostPlayer(); Debug.LogError("Pos Character = " + pos); } } public enum StateAnim { Idle = 1, Walk = 2, Run = 3, Jump = 4 }