Added Fog and other fixes

This commit is contained in:
2026-07-06 18:01:21 +03:00
parent fc837b2f9a
commit 72b48492cc
573 changed files with 397423 additions and 104 deletions
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@@ -4,42 +4,126 @@ using System.Collections;
public class PlayerFacade : NetworkBehaviour
{
// [SerializeField] private PlayerController playerController;
private const string OwnerHiddenBodyLayerName = "OwnerHiddenBody";
[SerializeField] private PlayerMovement playerMovement;
[SerializeField] private PlayerHealth playerHealth;
[SerializeField] private PlayerShoot playerShoot;
[SerializeField] private PlayerShield playerShield;
[SerializeField] private PlayerUIController playerUIController;
public PlayerHealth PlayerHealth => playerHealth;
[Header("First / third person setup")]
[SerializeField] private Transform thirdPersonVisualRoot;
[SerializeField] private Camera playerCamera;
[SerializeField] private Camera playerHandCamera;
[SerializeField] private GameObject fpvHands;
[SerializeField] private GameObject tpvHands;
public PlayerHealth PlayerHealth => playerHealth;
private void Awake()
{
if (thirdPersonVisualRoot == null)
thirdPersonVisualRoot = transform.Find("Root");
Transform _cameraRoot = transform.Find("Camera");
if (playerCamera == null && _cameraRoot != null)
playerCamera = _cameraRoot.GetComponent<Camera>();
if (playerHandCamera == null && _cameraRoot != null)
playerHandCamera = _cameraRoot.Find("Camera-Hands")?.GetComponent<Camera>();
if (fpvHands == null && _cameraRoot != null)
fpvHands = _cameraRoot.Find("FPV-Hands")?.gameObject;
if (tpvHands == null)
tpvHands = transform.Find("TPV-Hands")?.gameObject;
}
public override void OnNetworkSpawn()
{
// Клон (GhostPlayer) — серверный объект. На хосте он считается IsOwner,
// из-за чего перехватывал HUD игрока. Игроковую логику на клоне не запускаем.
if(GetComponent<GhostPlayer>() != null) return;
if (GetComponent<GhostPlayer>() != null) return;
if(IsOwner)
SetupCamerasAndHands();
if (IsOwner)
HideOwnThirdPersonVisual();
if (IsOwner)
{
StartCoroutine(InitPlayerUIController());
if(playerMovement != null)
{
if (playerMovement != null)
playerMovement.Init();
}
if(playerShoot != null)
{
if (playerShoot != null)
playerShoot.Init();
}
if (playerShield != null)
playerShield.InitInput();
}
if(playerHealth != null)
{
if (playerHealth != null)
playerHealth.Init(IsServer);
}
private void SetupCamerasAndHands()
{
if (playerCamera != null)
{
playerCamera.enabled = IsOwner;
AudioListener _listener = playerCamera.GetComponent<AudioListener>();
if (_listener != null)
_listener.enabled = IsOwner;
}
if (playerHandCamera != null)
playerHandCamera.enabled = IsOwner;
if (fpvHands != null)
fpvHands.SetActive(IsOwner);
if (tpvHands != null)
tpvHands.SetActive(!IsOwner);
if (!IsOwner)
return;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
int _hiddenLayer = LayerMask.NameToLayer(OwnerHiddenBodyLayerName);
if (playerCamera != null && _hiddenLayer >= 0)
playerCamera.cullingMask &= ~(1 << _hiddenLayer);
}
// Свой Root у владельца переводим на слой, который его FPV-камера не рисует.
// На других клиентах Root остаётся как в префабе — чужие тела видны.
// Слой меняется только локально у владельца, в сеть не уходит.
private void HideOwnThirdPersonVisual()
{
if (thirdPersonVisualRoot == null)
return;
int _hiddenLayer = LayerMask.NameToLayer(OwnerHiddenBodyLayerName);
if (_hiddenLayer < 0)
{
Debug.LogWarning($"Layer '{OwnerHiddenBodyLayerName}' is missing. Create it in Tags & Layers.");
return;
}
GameObject _shieldVisual = playerShield != null ? playerShield.ShieldVisual : null;
foreach (Transform _child in thirdPersonVisualRoot.GetComponentsInChildren<Transform>(true))
{
if (_shieldVisual != null &&
(_child.gameObject == _shieldVisual || _child.IsChildOf(_shieldVisual.transform)))
continue;
_child.gameObject.layer = _hiddenLayer;
}
}
@@ -51,9 +135,7 @@ public class PlayerFacade : NetworkBehaviour
return playerUIController != null;
});
if(playerUIController != null)
{
if (playerUIController != null)
playerUIController.Init(this);
}
}
}
@@ -17,6 +17,7 @@ public class PlayerShield : NetworkBehaviour
public bool IsShieldUp => isActive.Value;
public float MoveSpeedMultiplier => isActive.Value ? shieldMoveSpeedMultiplier : 1f;
public GameObject ShieldVisual => shieldVisual;
public override void OnNetworkSpawn()
{
@@ -1,6 +1,7 @@
using Unity.Netcode;
using UnityEngine;
[DefaultExecutionOrder(100)] // после PlayerMovement.LateUpdate (pitch камеры)
public class PlayerShoot : NetworkBehaviour
{
[SerializeField] float damageAmount = 10f;
@@ -24,7 +25,7 @@ public class PlayerShoot : NetworkBehaviour
weaponView = GetComponentInChildren<WeaponView>(true);
}
void Update()
private void LateUpdate()
{
if (!isActive) return;
@@ -33,40 +34,63 @@ public class PlayerShoot : NetworkBehaviour
if (Input.GetMouseButtonDown(0))
{
Vector3 _origin = cameraRoot.position;
Vector3 _direction = cameraRoot.forward;
weaponView?.PlayShoot();
ShootServerRpc(cameraRoot.position, cameraRoot.forward);
// Мгновенный фидбек на стреляющем клиенте — не ждём серверный ClientRpc
if (TryRaycastShot(_origin, _direction, out RaycastHit _predictedHit))
SpawnHitEffectLocal(_predictedHit.point);
ShootServerRpc(_origin, _direction);
}
}
[ServerRpc]
private void ShootServerRpc(Vector3 _origin, Vector3 _direction)
{
// Записываем выстрел для клона — ровно то, что пришло в RPC
GetComponent<GhostRecorder>()?.RecordShot(_origin, _direction);
Collider[] ownerColliders = GetComponentsInChildren<Collider>();
if (!TryRaycastShot(_origin, _direction, out RaycastHit _hit))
return;
if (Physics.Raycast(_origin, _direction, out RaycastHit _hit, range))
{
if (System.Array.Exists(ownerColliders, c => c == _hit.collider))
{
return;
}
PlayerHealth _targetHealth = _hit.collider.GetComponentInParent<PlayerHealth>();
if (_targetHealth != null)
_targetHealth.TakeDamage((int)damageAmount);
PlayerHealth _playerHealth = _hit.collider.GetComponentInParent<PlayerHealth>();
if (_playerHealth != null)
{
_playerHealth.TakeDamage((int)damageAmount);
}
SpawnHitEffectClientRpc(_hit.point);
}
SpawnHitEffectClientRpc(_hit.point);
}
[ClientRpc]
private void SpawnHitEffectClientRpc(Vector3 _hitPosition)
{
// Debug.Log($"Spawning hit effect at {_hitPosition}");
// Владелец уже показал эффект локально при клике
if (IsOwner) return;
SpawnHitEffectLocal(_hitPosition);
}
private bool TryRaycastShot(Vector3 _origin, Vector3 _direction, out RaycastHit _hit)
{
_hit = default;
if (!Physics.Raycast(_origin, _direction, out _hit, range))
return false;
Collider[] _ownerColliders = GetComponentsInChildren<Collider>();
for (int i = 0; i < _ownerColliders.Length; i++)
{
if (_ownerColliders[i] == _hit.collider)
return false;
}
return true;
}
private void SpawnHitEffectLocal(Vector3 _hitPosition)
{
if (hitEffectPrefab == null) return;
Instantiate(hitEffectPrefab, _hitPosition, Quaternion.identity);
}
}
}