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Scripts/Network/Deathmatch/DeathmatchMatchController.cs @@ -0,0 +1,440 @@ +using System.Collections.Generic; +using Fusion; +using UnityEngine; + +[RequireComponent(typeof(NetworkObject))] +public class DeathmatchMatchController : NetworkBehaviour +{ + [SerializeField] private bool enableDebugLogs = true; + [SerializeField] private float matchDurationSeconds = 180f; + [SerializeField] private float initialSafeZoneRadius = 45f; + [SerializeField] private Vector3 safeZoneCenter = Vector3.zero; + [SerializeField] private float zoneTickInterval = 3f; + [SerializeField] private int zoneLifeLossPerTick = 1; + [SerializeField] private DeathmatchOutsideZoneWorldTint outsideZoneWorldTint; + + [Networked] public float NetRemainingSeconds { get; private set; } + [Networked] public float NetSafeZoneRadius { get; private set; } + [Networked] public NetworkBool NetIsFinished { get; private set; } + + private readonly Dictionary states = new Dictionary(); + private TickTimer zoneTickTimer; + + private sealed class DeathmatchRuntimeState + { + public int Lives = 3; + public int Kills; + public int LifeLostTotal; + public bool IsEliminated; + } + + public bool IsEnabled => GameModeRuntime.IsDeathmatch; + public Vector3 SafeZoneCenter => safeZoneCenter; + + public override void Spawned() + { + if (GameModeRuntime.IsDeathmatch == false) + { + enabled = false; + return; + } + + if (outsideZoneWorldTint == null) + { + outsideZoneWorldTint = GetComponent(); + } + + if (outsideZoneWorldTint == null) + { + outsideZoneWorldTint = gameObject.AddComponent(); + } + + outsideZoneWorldTint.Bind(this); + + var oldVisualizer = GetComponent(); + if (oldVisualizer != null) + { + oldVisualizer.enabled = false; + } + + var oldScreenFx = GetComponent(); + if (oldScreenFx != null) + { + oldScreenFx.enabled = false; + } + + if (Object != null && Object.HasStateAuthority) + { + NetRemainingSeconds = matchDurationSeconds; + NetSafeZoneRadius = initialSafeZoneRadius; + NetIsFinished = false; + zoneTickTimer = TickTimer.CreateFromSeconds(Runner, Mathf.Max(0.1f, zoneTickInterval)); + RegisterAllCurrentPlayers(); + } + } + + public override void FixedUpdateNetwork() + { + if (GameModeRuntime.IsDeathmatch == false || NetIsFinished) + { + return; + } + + if (Object == null || Object.HasStateAuthority == false) + { + return; + } + + RegisterAllCurrentPlayers(); + bool groupDanceActive = IsGroupDanceActive(); + if (groupDanceActive == false) + { + UpdateMatchTimerAndZone(); + TickZoneDamage(); + } + TryResolveWinner(); + } + + public bool IsPlayerEliminated(PlayerRef player) + { + if (states.TryGetValue(player.RawEncoded, out var state) == false) + { + return false; + } + + return state.IsEliminated; + } + + [Rpc(RpcSources.All, RpcTargets.StateAuthority)] + public void RpcRegisterPlayerKill(int attackerRaw, int victimRaw) + { + if (GameModeRuntime.IsDeathmatch == false || NetIsFinished) + { + return; + } + + EnsurePlayer(attackerRaw); + EnsurePlayer(victimRaw); + + if (attackerRaw == victimRaw) + { + return; + } + + ApplyLifeSetToZero(victimRaw); + + var attacker = states[attackerRaw]; + if (attacker.IsEliminated == false) + { + attacker.Kills += 1; + attacker.Lives = 3; + } + + RpcSyncState(attackerRaw, attacker.Lives, attacker.Kills, attacker.LifeLostTotal, attacker.IsEliminated); + TryResolveWinner(); + } + + [Rpc(RpcSources.All, RpcTargets.StateAuthority)] + public void RpcRegisterNpcPenalty(int attackerRaw) + { + if (GameModeRuntime.IsDeathmatch == false || NetIsFinished) + { + return; + } + + ApplyLifeDelta(attackerRaw, -Mathf.Max(1, zoneLifeLossPerTick)); + TryResolveWinner(); + } + + private void RegisterAllCurrentPlayers() + { + if (Runner == null) + { + return; + } + + foreach (var player in Runner.ActivePlayers) + { + EnsurePlayer(player.RawEncoded); + } + } + + private void EnsurePlayer(int raw) + { + if (states.ContainsKey(raw)) + { + return; + } + + states[raw] = new DeathmatchRuntimeState(); + RpcSyncState(raw, 3, 0, 0, false); + } + + private void UpdateMatchTimerAndZone() + { + NetRemainingSeconds = Mathf.Max(0f, NetRemainingSeconds - Runner.DeltaTime); + float elapsed = Mathf.Max(0f, matchDurationSeconds - NetRemainingSeconds); + float t = matchDurationSeconds > 0.0001f ? Mathf.Clamp01(elapsed / matchDurationSeconds) : 1f; + NetSafeZoneRadius = Mathf.Max(0f, initialSafeZoneRadius * (1f - t)); + } + + private void TickZoneDamage() + { + if (zoneTickTimer.ExpiredOrNotRunning(Runner) == false) + { + return; + } + + zoneTickTimer = TickTimer.CreateFromSeconds(Runner, Mathf.Max(0.1f, zoneTickInterval)); + var outsidePlayers = new List(); + + foreach (var kv in states) + { + int raw = kv.Key; + var state = kv.Value; + if (state.IsEliminated) + { + continue; + } + + if (TryGetPlayerPosition(raw, out var pos) == false) + { + continue; + } + + float sqr = (new Vector2(pos.x - safeZoneCenter.x, pos.z - safeZoneCenter.z)).sqrMagnitude; + if (sqr > NetSafeZoneRadius * NetSafeZoneRadius) + { + outsidePlayers.Add(raw); + } + } + + for (int i = 0; i < outsidePlayers.Count; i++) + { + ApplyLifeDelta(outsidePlayers[i], -Mathf.Max(1, zoneLifeLossPerTick)); + } + } + + private bool TryGetPlayerPosition(int raw, out Vector3 position) + { + position = Vector3.zero; + if (Runner == null) + { + return false; + } + + foreach (var player in Runner.ActivePlayers) + { + if (player.RawEncoded != raw) + { + continue; + } + + if (Runner.TryGetPlayerObject(player, out var obj) == false || obj == null) + { + return false; + } + + position = obj.transform.position; + return true; + } + + return false; + } + + private void ApplyLifeDelta(int raw, int delta) + { + EnsurePlayer(raw); + var state = states[raw]; + if (state.IsEliminated) + { + return; + } + + if (delta < 0) + { + int loss = Mathf.Min(state.Lives, Mathf.Abs(delta)); + state.LifeLostTotal += loss; + state.Lives = Mathf.Max(0, state.Lives - loss); + } + else if (delta > 0) + { + state.Lives = Mathf.Min(3, state.Lives + delta); + } + + if (state.Lives <= 0) + { + ApplyLifeSetToZero(raw); + return; + } + + RpcSyncState(raw, state.Lives, state.Kills, state.LifeLostTotal, false); + } + + private void ApplyLifeSetToZero(int raw) + { + EnsurePlayer(raw); + var state = states[raw]; + if (state.IsEliminated) + { + return; + } + + if (state.Lives > 0) + { + state.LifeLostTotal += state.Lives; + } + + state.Lives = 0; + state.IsEliminated = true; + RpcSyncState(raw, state.Lives, state.Kills, state.LifeLostTotal, true); + RpcEliminatePlayer(raw); + } + + private void TryResolveWinner() + { + if (NetIsFinished) + { + return; + } + + int aliveCount = 0; + int aliveRaw = 0; + foreach (var kv in states) + { + if (kv.Value.IsEliminated == false) + { + aliveCount++; + aliveRaw = kv.Key; + } + } + + if (aliveCount == 1) + { + FinishMatch(aliveRaw, false); + return; + } + + if (aliveCount > 1) + { + if (NetRemainingSeconds <= 0f) + { + ResolveTieBreakerAtTimeout(); + } + return; + } + + ResolveTieBreakerAtTimeout(); + } + + private void ResolveTieBreakerAtTimeout() + { + int bestKills = int.MinValue; + int bestLifeLost = int.MaxValue; + int winnerRaw = 0; + int winnerCount = 0; + + foreach (var kv in states) + { + int raw = kv.Key; + var state = kv.Value; + + bool better = state.Kills > bestKills || (state.Kills == bestKills && state.LifeLostTotal < bestLifeLost); + bool same = state.Kills == bestKills && state.LifeLostTotal == bestLifeLost; + + if (better) + { + bestKills = state.Kills; + bestLifeLost = state.LifeLostTotal; + winnerRaw = raw; + winnerCount = 1; + } + else if (same) + { + winnerCount++; + } + } + + if (winnerCount == 1) + { + FinishMatch(winnerRaw, false); + return; + } + + FinishMatch(0, true); + } + + private void FinishMatch(int winnerRaw, bool drawAllLose) + { + if (NetIsFinished) + { + return; + } + + NetIsFinished = true; + RpcFinishMatch(winnerRaw, drawAllLose, NetRemainingSeconds); + } + + private static bool IsGroupDanceActive() + { + return GameManager.Instance != null && GameManager.Instance.IsGroupDanceActive; + } + + [Rpc(RpcSources.StateAuthority, RpcTargets.All)] + private void RpcSyncState(int raw, int lives, int kills, int lifeLostTotal, bool isEliminated) + { + EnsurePlayer(raw); + var state = states[raw]; + state.Lives = lives; + state.Kills = kills; + state.LifeLostTotal = lifeLostTotal; + state.IsEliminated = isEliminated; + } + + [Rpc(RpcSources.StateAuthority, RpcTargets.All)] + private void RpcEliminatePlayer(int raw) + { + if (Runner == null) + { + return; + } + + foreach (var player in Runner.ActivePlayers) + { + if (player.RawEncoded != raw) + { + continue; + } + + if (Runner.TryGetPlayerObject(player, out var obj) == false || obj == null) + { + return; + } + + var elimination = obj.GetComponent(); + if (elimination == null || elimination.IsEliminated) + { + return; + } + + elimination.RpcRequestPlayDeadAnimation(); + elimination.RpcRequestEliminate(); + return; + } + } + + [Rpc(RpcSources.StateAuthority, RpcTargets.All)] + private void RpcFinishMatch(int winnerRaw, bool drawAllLose, float remainingSeconds) + { + var result = FindFirstObjectByType(); + if (result != null) + { + result.EndGameDeathmatch(winnerRaw, drawAllLose, remainingSeconds); + } + + if (enableDebugLogs) + { + Debug.Log($"[Deathmatch] Finish. winnerRaw={winnerRaw}, drawAllLose={drawAllLose}, remaining={remainingSeconds:F1}"); + } + } +} diff --git a/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchMatchController.cs.meta b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchMatchController.cs.meta new file mode 100644 index 00000000..52f72faf --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchMatchController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 99abcb5bf0b15014488ec85b22db7b55 \ No newline at end of file diff --git a/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchMeleeAttack.cs b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchMeleeAttack.cs new file mode 100644 index 00000000..e9207b49 --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchMeleeAttack.cs @@ -0,0 +1,455 @@ +using Fusion; +using UnityEngine; +using UnityEngine.InputSystem; + +[RequireComponent(typeof(PlayerElimination))] +public class DeathmatchMeleeAttack : NetworkBehaviour +{ + [SerializeField] private float attackRange = 2.2f; + [SerializeField] private float attackRadius = 0.45f; + [SerializeField] private float attackCooldown = 0.6f; + [SerializeField] private float attackActiveDuration = 0.22f; + [SerializeField] private float attackMovementLockDuration = 0.9f; + [SerializeField] private LayerMask attackMask = -1; + [SerializeField, Range(-1f, 1f)] private float frontDotThreshold = 0.1f; + [SerializeField] private bool enableDebugLogs = true; + + private PlayerElimination elimination; + private FusionThirdPersonMotor motor; + private CharacterController characterController; + private Animator animator; + private int animIDAttack; + private float nextAttackTime; + private float localMoveLockUntil; + private PlayerInput playerInput; + + [Networked] private NetworkBool NetAttackActive { get; set; } + [Networked] private TickTimer NetAttackTimer { get; set; } + + private void Awake() + { + elimination = GetComponent(); + motor = GetComponent(); + characterController = GetComponent(); + playerInput = GetComponent(); + animator = GetComponent(); + animIDAttack = Animator.StringToHash("Attack"); + } + + private void Update() + { + if (Object == null || Object.HasInputAuthority == false) + { + return; + } + + if (GameModeRuntime.IsDeathmatch == false) + { + return; + } + + if (GameManager.Instance != null && GameManager.Instance.IsGroupDanceActive) + { + return; + } + + if (elimination != null && elimination.Object != null && elimination.Object.IsValid && elimination.IsEliminated) + { + return; + } + + if (WasAttackPressedThisFrame() == false) + { + return; + } + + if (Time.time < nextAttackTime) + { + return; + } + + if (IsLocalAttackMoveLocked()) + { + return; + } + + if (CanStartAttackNow() == false) + { + return; + } + + nextAttackTime = Time.time + Mathf.Max(0.05f, attackCooldown); + ApplyLocalMoveLock(); + + if (Object.HasStateAuthority) + { + StartAttackState(); + } + else + { + RpcRequestMeleeAttack(); + } + + if (enableDebugLogs) + { + Debug.Log($"[Deathmatch] Melee input accepted: player={Object.InputAuthority.RawEncoded}, hasStateAuthority={Object.HasStateAuthority}"); + } + } + + [Rpc(RpcSources.InputAuthority, RpcTargets.StateAuthority)] + private void RpcRequestMeleeAttack() + { + StartAttackState(); + } + + public override void FixedUpdateNetwork() + { + if (Object == null || Object.HasStateAuthority == false) + { + return; + } + + if (GameManager.Instance != null && GameManager.Instance.IsGroupDanceActive) + { + NetAttackActive = false; + return; + } + + if (NetAttackActive == false) + { + return; + } + + if (NetAttackTimer.ExpiredOrNotRunning(Runner)) + { + NetAttackActive = false; + return; + } + + ExecuteAttack(); + } + + private void StartAttackState() + { + if (Object == null || Object.HasStateAuthority == false) + { + return; + } + + if (Runner == null) + { + return; + } + + if (CanStartAttackNow() == false) + { + return; + } + + NetAttackActive = true; + NetAttackTimer = TickTimer.CreateFromSeconds(Runner, Mathf.Max(0.05f, attackActiveDuration)); + if (motor == null) + { + motor = GetComponent(); + } + if (motor != null) + { + float lockDuration = Mathf.Max(0.05f, attackMovementLockDuration, attackCooldown); + motor.RequestMeleeMovementLock(lockDuration); + } + RpcPlayAttackAnimation(); + } + + [Rpc(RpcSources.StateAuthority, RpcTargets.All)] + private void RpcPlayAttackAnimation() + { + if (animator == null) + { + animator = GetComponent(); + } + + if (animator == null) + { + return; + } + + animator.SetTrigger(animIDAttack); + ApplyLocalMoveLock(); + } + + public bool IsLocalAttackMoveLocked() + { + return Time.time < localMoveLockUntil; + } + + private void ApplyLocalMoveLock() + { + float lockDuration = Mathf.Max(0.05f, attackMovementLockDuration, attackCooldown); + localMoveLockUntil = Mathf.Max(localMoveLockUntil, Time.time + lockDuration); + } + + private bool CanStartAttackNow() + { + if (GameManager.Instance != null && GameManager.Instance.IsGroupDanceActive) + { + return false; + } + + if (elimination != null && elimination.Object != null && elimination.Object.IsValid && elimination.IsEliminated) + { + return false; + } + + if (IsGroundedNow() == false) + { + return false; + } + + return true; + } + + private bool IsGroundedNow() + { + if (characterController == null) + { + characterController = GetComponent(); + } + + if (characterController != null) + { + return characterController.isGrounded; + } + + return true; + } + + private void ExecuteAttack() + { + var match = FindFirstObjectByType(); + if (match == null || match.IsEnabled == false) + { + if (enableDebugLogs) + { + Debug.LogWarning("[Deathmatch] Melee ignored: DeathmatchMatchController missing or disabled."); + } + return; + } + + int localRaw = Object != null ? Object.InputAuthority.RawEncoded : 0; + if (TryBuildAim(out Vector3 origin, out Vector3 direction) == false) + { + return; + } + + if (TryFindPlayerTarget(origin, direction, localRaw, out int victimRaw)) + { + if (enableDebugLogs) + { + Debug.Log($"[Deathmatch] Melee player hit: attacker={localRaw} victim={victimRaw}"); + } + + match.RpcRegisterPlayerKill(localRaw, victimRaw); + NetAttackActive = false; + return; + } + + if (TryFindNpcTarget(origin, direction, out NPCController npc)) + { + if (enableDebugLogs) + { + Debug.Log($"[Deathmatch] Melee NPC hit: attacker={localRaw}"); + } + + if (npc != null && npc.IsDead == false) + { + npc.RpcTriggerDead(); + } + + match.RpcRegisterNpcPenalty(localRaw); + NetAttackActive = false; + return; + } + + if (enableDebugLogs) + { + Debug.Log($"[Deathmatch] Melee miss: attacker={localRaw}, origin={origin}, direction={direction}"); + } + } + + private bool TryFindPlayerTarget(Vector3 origin, Vector3 direction, int selfRaw, out int victimRaw) + { + victimRaw = 0; + var hits = Physics.OverlapCapsule( + origin, + origin + direction.normalized * attackRange, + Mathf.Max(0.05f, attackRadius), + attackMask, + QueryTriggerInteraction.Ignore); + if (hits == null || hits.Length == 0) + { + return false; + } + + float bestDistance = float.MaxValue; + for (int i = 0; i < hits.Length; i++) + { + var col = hits[i]; + if (col == null) + { + continue; + } + + var role = col.GetComponentInParent(); + if (role == null || role.Object == null) + { + continue; + } + + int raw = role.Object.InputAuthority.RawEncoded; + if (raw == selfRaw) + { + continue; + } + + var targetElimination = role.GetComponent(); + if (targetElimination != null && targetElimination.Object != null && targetElimination.Object.IsValid && targetElimination.IsEliminated) + { + continue; + } + + Vector3 toTarget = role.transform.position - origin; + float distance = toTarget.magnitude; + if (distance < 0.05f) + { + continue; + } + + float dot = Vector3.Dot(direction.normalized, toTarget / distance); + if (dot < frontDotThreshold) + { + continue; + } + + if (distance > attackRange + 0.1f) + { + continue; + } + + if (distance < bestDistance) + { + bestDistance = distance; + victimRaw = raw; + } + } + + return victimRaw != 0; + } + + private bool TryFindNpcTarget(Vector3 origin, Vector3 direction, out NPCController targetNpc) + { + targetNpc = null; + var hits = Physics.OverlapCapsule( + origin, + origin + direction.normalized * attackRange, + Mathf.Max(0.05f, attackRadius), + attackMask, + QueryTriggerInteraction.Ignore); + if (hits == null || hits.Length == 0) + { + return false; + } + + float bestDistance = float.MaxValue; + for (int i = 0; i < hits.Length; i++) + { + var col = hits[i]; + if (col == null) + { + continue; + } + + var npc = col.GetComponentInParent(); + if (npc == null || npc.IsDead) + { + continue; + } + + Vector3 toTarget = npc.transform.position - origin; + float distance = toTarget.magnitude; + if (distance < 0.05f) + { + continue; + } + + float dot = Vector3.Dot(direction.normalized, toTarget / distance); + if (dot < frontDotThreshold) + { + continue; + } + + if (distance > attackRange + 0.1f) + { + continue; + } + + if (distance < bestDistance) + { + bestDistance = distance; + targetNpc = npc; + } + } + + return targetNpc != null; + } + + private bool TryBuildAim(out Vector3 origin, out Vector3 direction) + { + origin = transform.position + Vector3.up * 1.2f; + direction = transform.forward; + + Camera cam = Camera.main; + if (cam == null) + { + return true; + } + + if (Object != null && Object.HasInputAuthority) + { + direction = cam.transform.forward; + } + return true; + } + + private bool WasAttackPressedThisFrame() + { + var mouse = Mouse.current; + if (mouse != null && mouse.leftButton.wasPressedThisFrame) + { + return true; + } + + if (playerInput == null) + { + playerInput = GetComponent(); + } + + if (playerInput == null || playerInput.actions == null) + { + return false; + } + + var fire = playerInput.actions.FindAction("Fire", false); + if (fire != null && fire.WasPressedThisFrame()) + { + return true; + } + + var shoot = playerInput.actions.FindAction("Shoot", false); + if (shoot != null && shoot.WasPressedThisFrame()) + { + return true; + } + + return false; + } +} diff --git a/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchMeleeAttack.cs.meta b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchMeleeAttack.cs.meta new file mode 100644 index 00000000..dda57938 --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchMeleeAttack.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cabc6b8ad54113b48b6af14afbc7d28f \ No newline at end of file diff --git a/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneScreenEffect.cs b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneScreenEffect.cs new file mode 100644 index 00000000..82fdb295 --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneScreenEffect.cs @@ -0,0 +1,104 @@ +using Fusion; +using UnityEngine; +using UnityEngine.UI; + +public class DeathmatchOutsideZoneScreenEffect : MonoBehaviour +{ + [SerializeField] private Color outsideColor = new Color(1f, 0f, 0f, 0.5f); + [SerializeField] private float fadeSpeed = 6f; + [SerializeField] private bool enableDebugLogs = false; + + private DeathmatchMatchController controller; + private Canvas canvas; + private Image overlay; + private float currentAlpha; + + public void Bind(DeathmatchMatchController matchController) + { + controller = matchController; + } + + private void LateUpdate() + { + if (controller == null || controller.IsEnabled == false) + { + SetOverlayAlpha(0f); + return; + } + + EnsureOverlay(); + + float target = IsLocalPlayerOutsideZone() ? outsideColor.a : 0f; + currentAlpha = Mathf.MoveTowards(currentAlpha, target, Time.unscaledDeltaTime * Mathf.Max(0.1f, fadeSpeed)); + SetOverlayAlpha(currentAlpha); + } + + private bool IsLocalPlayerOutsideZone() + { + NetworkRunner runner = controller.Runner; + if (runner == null || runner.IsRunning == false) + { + return false; + } + + if (runner.TryGetPlayerObject(runner.LocalPlayer, out var localObject) == false || localObject == null) + { + return false; + } + + Vector3 pos = localObject.transform.position; + Vector3 center = controller.SafeZoneCenter; + float radius = Mathf.Max(0f, controller.NetSafeZoneRadius); + float sqr = (new Vector2(pos.x - center.x, pos.z - center.z)).sqrMagnitude; + bool outside = sqr > radius * radius; + + if (enableDebugLogs && outside) + { + Debug.Log($"[Deathmatch] Outside zone fx on. dist={Mathf.Sqrt(sqr):F2}, radius={radius:F2}"); + } + + return outside; + } + + private void EnsureOverlay() + { + if (overlay != null) + { + return; + } + + var canvasGo = new GameObject("DM_OutsideZoneFxCanvas"); + canvasGo.transform.SetParent(transform, false); + canvas = canvasGo.AddComponent(); + canvas.renderMode = RenderMode.ScreenSpaceOverlay; + canvas.sortingOrder = 5000; + canvasGo.AddComponent(); + canvasGo.AddComponent(); + + var imageGo = new GameObject("DM_OutsideZoneOverlay"); + imageGo.transform.SetParent(canvasGo.transform, false); + overlay = imageGo.AddComponent(); + overlay.raycastTarget = false; + + var rect = overlay.rectTransform; + rect.anchorMin = Vector2.zero; + rect.anchorMax = Vector2.one; + rect.offsetMin = Vector2.zero; + rect.offsetMax = Vector2.zero; + + currentAlpha = 0f; + SetOverlayAlpha(0f); + } + + private void SetOverlayAlpha(float alpha) + { + if (overlay == null) + { + return; + } + + Color c = outsideColor; + c.a = Mathf.Clamp01(alpha); + overlay.color = c; + } +} diff --git a/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneScreenEffect.cs.meta b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneScreenEffect.cs.meta new file mode 100644 index 00000000..3f0eb4a9 --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneScreenEffect.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8b55def398681994a888b41e1a9058d2 \ No newline at end of file diff --git a/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneWorldTint.cs b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneWorldTint.cs new file mode 100644 index 00000000..14b3c0c3 --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneWorldTint.cs @@ -0,0 +1,193 @@ +using UnityEngine; + +public class DeathmatchOutsideZoneWorldTint : MonoBehaviour +{ + [Header("Outside World Tint")] + [SerializeField] private float outsideRadius = 120f; + [SerializeField] private float groundYOffset = 0.04f; + [SerializeField] private Color outsideTintColor = new Color(1f, 0f, 0f, 0.16f); + [SerializeField] private Color boundaryColor = new Color(1f, 0.1f, 0.1f, 0.95f); + [SerializeField] private float boundaryWidth = 0.22f; + [SerializeField] private int segments = 128; + + private DeathmatchMatchController controller; + private MeshFilter ringMeshFilter; + private MeshRenderer ringRenderer; + private LineRenderer boundaryLine; + private Mesh ringMesh; + private Material ringMaterial; + private Material lineMaterial; + + public void Bind(DeathmatchMatchController matchController) + { + controller = matchController; + } + + private void LateUpdate() + { + if (controller == null || controller.IsEnabled == false) + { + SetActive(false); + return; + } + + EnsureVisuals(); + SetActive(true); + + Vector3 center = controller.SafeZoneCenter; + float innerRadius = Mathf.Max(0f, controller.NetSafeZoneRadius); + float outerRadius = Mathf.Max(innerRadius + 0.1f, outsideRadius); + + UpdateRingMesh(center, innerRadius, outerRadius); + UpdateBoundary(center, innerRadius); + } + + private void EnsureVisuals() + { + if (ringMeshFilter == null || ringRenderer == null) + { + var ringGo = new GameObject("DM_OutsideZoneRing"); + ringGo.transform.SetParent(transform, false); + ringMeshFilter = ringGo.AddComponent(); + ringRenderer = ringGo.AddComponent(); + ringMesh = new Mesh { name = "DM_OutsideRingMesh" }; + ringMesh.MarkDynamic(); + ringMeshFilter.sharedMesh = ringMesh; + + ringMaterial = CreateMaterial(outsideTintColor); + ringRenderer.sharedMaterial = ringMaterial; + ringRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; + ringRenderer.receiveShadows = false; + } + + if (boundaryLine == null) + { + var lineGo = new GameObject("DM_ZoneBoundary"); + lineGo.transform.SetParent(transform, false); + boundaryLine = lineGo.AddComponent(); + boundaryLine.loop = true; + boundaryLine.useWorldSpace = true; + boundaryLine.positionCount = Mathf.Max(24, segments); + boundaryLine.widthMultiplier = Mathf.Max(0.02f, boundaryWidth); + boundaryLine.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; + boundaryLine.receiveShadows = false; + boundaryLine.alignment = LineAlignment.View; + boundaryLine.startColor = boundaryColor; + boundaryLine.endColor = boundaryColor; + lineMaterial = CreateMaterial(boundaryColor); + boundaryLine.sharedMaterial = lineMaterial; + } + } + + private void UpdateRingMesh(Vector3 center, float innerRadius, float outerRadius) + { + int seg = Mathf.Max(24, segments); + int vertCount = seg * 2; + int triCount = seg * 6; + + var vertices = new Vector3[vertCount]; + var colors = new Color[vertCount]; + var triangles = new int[triCount]; + + float y = center.y + groundYOffset; + for (int i = 0; i < seg; i++) + { + float t = (float)i / seg; + float angle = t * Mathf.PI * 2f; + float cos = Mathf.Cos(angle); + float sin = Mathf.Sin(angle); + + int vi = i * 2; + vertices[vi] = new Vector3(center.x + cos * innerRadius, y, center.z + sin * innerRadius); + vertices[vi + 1] = new Vector3(center.x + cos * outerRadius, y, center.z + sin * outerRadius); + colors[vi] = outsideTintColor; + colors[vi + 1] = outsideTintColor; + + int ni = (i + 1) % seg; + int vni = ni * 2; + + int ti = i * 6; + triangles[ti] = vi; + triangles[ti + 1] = vni; + triangles[ti + 2] = vi + 1; + triangles[ti + 3] = vi + 1; + triangles[ti + 4] = vni; + triangles[ti + 5] = vni + 1; + } + + ringMesh.Clear(); + ringMesh.vertices = vertices; + ringMesh.triangles = triangles; + ringMesh.colors = colors; + ringMesh.RecalculateNormals(); + ringMesh.RecalculateBounds(); + } + + private void UpdateBoundary(Vector3 center, float radius) + { + if (boundaryLine == null) + { + return; + } + + int count = boundaryLine.positionCount; + float y = center.y + groundYOffset + 0.06f; + for (int i = 0; i < count; i++) + { + float t = (float)i / count; + float angle = t * Mathf.PI * 2f; + float x = center.x + Mathf.Cos(angle) * radius; + float z = center.z + Mathf.Sin(angle) * radius; + boundaryLine.SetPosition(i, new Vector3(x, y, z)); + } + } + + private void SetActive(bool active) + { + if (ringMeshFilter != null && ringMeshFilter.gameObject.activeSelf != active) + { + ringMeshFilter.gameObject.SetActive(active); + } + + if (boundaryLine != null && boundaryLine.gameObject.activeSelf != active) + { + boundaryLine.gameObject.SetActive(active); + } + } + + private static Material CreateMaterial(Color color) + { + Shader shader = Shader.Find("Universal Render Pipeline/Unlit"); + if (shader == null) + { + shader = Shader.Find("Unlit/Color"); + } + + if (shader == null) + { + shader = Shader.Find("Sprites/Default"); + } + + var mat = new Material(shader); + mat.color = color; + return mat; + } + + private void OnDestroy() + { + if (ringMesh != null) + { + Destroy(ringMesh); + } + + if (ringMaterial != null) + { + Destroy(ringMaterial); + } + + if (lineMaterial != null) + { + Destroy(lineMaterial); + } + } +} diff --git a/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneWorldTint.cs.meta b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneWorldTint.cs.meta new file mode 100644 index 00000000..d7f426b2 --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchOutsideZoneWorldTint.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3c6e88c8a84e77a4dbbcf144918d7c72 \ No newline at end of file diff --git a/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchSafeZoneVisualizer.cs b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchSafeZoneVisualizer.cs new file mode 100644 index 00000000..d527bdb1 --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchSafeZoneVisualizer.cs @@ -0,0 +1,152 @@ +using UnityEngine; + +public class DeathmatchSafeZoneVisualizer : MonoBehaviour +{ + [Header("Look")] + [SerializeField] private Color zoneFillColor = new Color(0.12f, 0.7f, 1f, 0.12f); + [SerializeField] private Color zoneBoundaryColor = new Color(0.2f, 0.85f, 1f, 0.95f); + [SerializeField] private float groundYOffset = 0.03f; + [SerializeField] private float boundaryYOffset = 0.2f; + [SerializeField] private float boundaryWidth = 0.2f; + [SerializeField] private int boundarySegments = 96; + + private DeathmatchMatchController controller; + private Transform zoneFill; + private LineRenderer boundaryLine; + private Material fillMaterial; + private Material lineMaterial; + + private void LateUpdate() + { + if (controller == null || controller.IsEnabled == false) + { + SetVisualActive(false); + return; + } + + EnsureVisualObjects(); + SetVisualActive(true); + + Vector3 center = controller.SafeZoneCenter; + float radius = Mathf.Max(0f, controller.NetSafeZoneRadius); + UpdateFill(center, radius); + UpdateBoundary(center, radius); + } + + public void Bind(DeathmatchMatchController matchController) + { + controller = matchController; + } + + private void EnsureVisualObjects() + { + if (zoneFill == null) + { + var fillGo = GameObject.CreatePrimitive(PrimitiveType.Cylinder); + fillGo.name = "DM_SafeZoneFill"; + fillGo.transform.SetParent(transform, false); + var fillCol = fillGo.GetComponent(); + if (fillCol != null) + { + Destroy(fillCol); + } + + var renderer = fillGo.GetComponent(); + fillMaterial = CreateMaterial(zoneFillColor); + renderer.sharedMaterial = fillMaterial; + zoneFill = fillGo.transform; + } + + if (boundaryLine == null) + { + var lineGo = new GameObject("DM_SafeZoneBoundary"); + lineGo.transform.SetParent(transform, false); + boundaryLine = lineGo.AddComponent(); + boundaryLine.loop = true; + boundaryLine.useWorldSpace = true; + boundaryLine.positionCount = Mathf.Max(24, boundarySegments); + boundaryLine.widthMultiplier = Mathf.Max(0.01f, boundaryWidth); + boundaryLine.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; + boundaryLine.receiveShadows = false; + boundaryLine.alignment = LineAlignment.View; + lineMaterial = CreateMaterial(zoneBoundaryColor); + boundaryLine.sharedMaterial = lineMaterial; + boundaryLine.startColor = zoneBoundaryColor; + boundaryLine.endColor = zoneBoundaryColor; + } + } + + private void UpdateFill(Vector3 center, float radius) + { + if (zoneFill == null) + { + return; + } + + zoneFill.position = center + Vector3.up * groundYOffset; + zoneFill.localScale = new Vector3(radius * 2f, 0.02f, radius * 2f); + } + + private void UpdateBoundary(Vector3 center, float radius) + { + if (boundaryLine == null) + { + return; + } + + int count = boundaryLine.positionCount; + float y = center.y + boundaryYOffset; + for (int i = 0; i < count; i++) + { + float t = (float)i / count; + float angle = t * Mathf.PI * 2f; + float x = center.x + Mathf.Cos(angle) * radius; + float z = center.z + Mathf.Sin(angle) * radius; + boundaryLine.SetPosition(i, new Vector3(x, y, z)); + } + } + + private void SetVisualActive(bool isActive) + { + if (zoneFill != null && zoneFill.gameObject.activeSelf != isActive) + { + zoneFill.gameObject.SetActive(isActive); + } + + if (boundaryLine != null && boundaryLine.gameObject.activeSelf != isActive) + { + boundaryLine.gameObject.SetActive(isActive); + } + } + + private static Material CreateMaterial(Color color) + { + Shader shader = Shader.Find("Universal Render Pipeline/Unlit"); + if (shader == null) + { + shader = Shader.Find("Unlit/Color"); + } + + if (shader == null) + { + shader = Shader.Find("Sprites/Default"); + } + + var mat = new Material(shader); + mat.color = color; + return mat; + } + + private void OnDestroy() + { + if (fillMaterial != null) + { + Destroy(fillMaterial); + } + + if (lineMaterial != null) + { + Destroy(lineMaterial); + } + } +} diff --git a/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchSafeZoneVisualizer.cs.meta b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchSafeZoneVisualizer.cs.meta new file mode 100644 index 00000000..6b2a0286 --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/Deathmatch/DeathmatchSafeZoneVisualizer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 18f88ec9bbf6c18488e8ecca57161636 \ No newline at end of file diff --git a/GGJ26/Assets/01. Scripts/Network/FusionInputBridge.cs b/GGJ26/Assets/01. Scripts/Network/FusionInputBridge.cs index 5b79c179..6f8a4dd8 100644 --- a/GGJ26/Assets/01. Scripts/Network/FusionInputBridge.cs +++ b/GGJ26/Assets/01. Scripts/Network/FusionInputBridge.cs @@ -41,6 +41,7 @@ public void BuildInput(NetworkRunner runner, NetworkInput input) var inputs = playerObject.GetComponent(); var playerInput = playerObject.GetComponent(); + var meleeAttack = playerObject.GetComponent(); if (inputs == null) { inputs = FindFirstObjectByType(); @@ -66,6 +67,13 @@ public void BuildInput(NetworkRunner runner, NetworkInput input) data.npcDanceCommand = GetNpcDanceCommand(playerInput); } + if (meleeAttack != null && meleeAttack.IsLocalAttackMoveLocked()) + { + data.Move = Vector2.zero; + data.Sprint = false; + data.Jump = false; + } + // Use pending one-shot flags only to avoid duplicate presses across multiple Fusion ticks in one frame. data.sabotageArm1 = ConsumePending(ref pendingSabotageArm1); data.sabotageArm2 = ConsumePending(ref pendingSabotageArm2); diff --git a/GGJ26/Assets/01. Scripts/Network/FusionLauncher.cs b/GGJ26/Assets/01. Scripts/Network/FusionLauncher.cs index b654cdf6..7cf93b7f 100644 --- a/GGJ26/Assets/01. Scripts/Network/FusionLauncher.cs +++ b/GGJ26/Assets/01. Scripts/Network/FusionLauncher.cs @@ -189,13 +189,15 @@ private void Update() } } - public async void StartMatchmaking(string roomName, int maxPlayers) + public async void StartMatchmaking(string roomName, int maxPlayers, string mode = null) { if (sessionFlow == null) { return; } + string resolvedMode = string.IsNullOrWhiteSpace(mode) ? RoomSessionNameCodec.DecodeMode(roomName) : mode; + GameModeRuntime.SetMode(resolvedMode); Debug.Log($"[FusionLauncher] StartMatchmaking request: room='{roomName}', maxPlayers={maxPlayers}"); this.maxPlayers = maxPlayers; @@ -293,6 +295,11 @@ private bool IsGameScene() return true; } + if (activePath.EndsWith("DeathMatchGameScene.unity", StringComparison.OrdinalIgnoreCase)) + { + return true; + } + return activePath.EndsWith("Game.unity", StringComparison.OrdinalIgnoreCase); } @@ -326,6 +333,11 @@ public void OnSceneLoadDone(NetworkRunner runner) } lastScenePath = activePath; + if (runner != null && runner.SessionInfo.IsValid) + { + GameModeRuntime.SetMode(RoomSessionNameCodec.DecodeMode(runner.SessionInfo.Name)); + } + bool isGameScene = IsGameScene(); ApplyVoiceModeForScene(isGameScene); nextVoiceProfileApplyTime = 0f; diff --git a/GGJ26/Assets/01. Scripts/Network/FusionRoleAssignmentService.cs b/GGJ26/Assets/01. Scripts/Network/FusionRoleAssignmentService.cs index 53981a18..7e6cdabf 100644 --- a/GGJ26/Assets/01. Scripts/Network/FusionRoleAssignmentService.cs +++ b/GGJ26/Assets/01. Scripts/Network/FusionRoleAssignmentService.cs @@ -65,6 +65,11 @@ public bool IsSeeker(NetworkRunner runner, PlayerRef player) return false; } + if (GameModeRuntime.IsDeathmatch) + { + return false; + } + var seeker = GetDeterministicSeeker(runner); if (seeker == default) { @@ -81,7 +86,7 @@ public void RegisterPlayerState(NetworkRunner runner, PlayerRef player, PlayerSt } string playerId = player.RawEncoded.ToString(); - bool isSeeker = IsSeeker(runner, player); + bool isSeeker = GameModeRuntime.IsDeathmatch ? false : IsSeeker(runner, player); playerStateManager.RegisterPlayerNetworked(playerId, isSeeker); if (runner.LocalPlayer == player) diff --git a/GGJ26/Assets/01. Scripts/Network/FusionSessionFlow.cs b/GGJ26/Assets/01. Scripts/Network/FusionSessionFlow.cs index de5ae09b..ec8d0986 100644 --- a/GGJ26/Assets/01. Scripts/Network/FusionSessionFlow.cs +++ b/GGJ26/Assets/01. Scripts/Network/FusionSessionFlow.cs @@ -9,6 +9,7 @@ public class FusionSessionFlow : MonoBehaviour { [Header("Session")] [SerializeField] private string gameScenePath = "Assets/00. Scenes/GameScene.unity"; + [SerializeField] private string deathmatchScenePath = "Assets/00. Scenes/DeathMatchGameScene.unity"; [SerializeField] private string waitingRoomScenePath = "Assets/00. Scenes/WaitingRoom.unity"; [Header("Voice")] @@ -71,6 +72,11 @@ private void NormalizeScenePaths() { waitingRoomScenePath = "Assets/00. Scenes/WaitingRoom.unity"; } + + if (string.IsNullOrWhiteSpace(deathmatchScenePath)) + { + deathmatchScenePath = "Assets/00. Scenes/DeathMatchGameScene.unity"; + } } public async Task StartSessionAsync(string roomName, int maxPlayers) @@ -181,13 +187,15 @@ public void StartGameScene() return; } - var gameSceneIndex = SceneUtility.GetBuildIndexByScenePath(gameScenePath); + string targetScenePath = GameModeRuntime.IsDeathmatch ? deathmatchScenePath : gameScenePath; + var gameSceneIndex = SceneUtility.GetBuildIndexByScenePath(targetScenePath); if (gameSceneIndex < 0) { - Debug.LogError($"Game scene not in Build Settings: {gameScenePath}"); + Debug.LogError($"Game scene not in Build Settings: {targetScenePath}"); return; } + Debug.Log($"[FusionSessionFlow] StartGameScene mode={GameModeRuntime.CurrentMode}, scene={targetScenePath}"); _ = runner.LoadScene(SceneRef.FromIndex(gameSceneIndex)); } diff --git a/GGJ26/Assets/01. Scripts/Network/FusionSpawnService.cs b/GGJ26/Assets/01. Scripts/Network/FusionSpawnService.cs index 2c6b7a84..6af2c3fa 100644 --- a/GGJ26/Assets/01. Scripts/Network/FusionSpawnService.cs +++ b/GGJ26/Assets/01. Scripts/Network/FusionSpawnService.cs @@ -337,6 +337,16 @@ private bool TrySpawnLocalPlayer(PlayerRef player) private NetworkObject GetPrefabForPlayer(PlayerRef player) { + if (GameModeRuntime.IsDeathmatch) + { + if (normalPrefab != null) + { + return normalPrefab; + } + + return playerPrefab; + } + if (roleService != null) { PlayerRef seeker = roleService.GetDeterministicSeeker(runner); diff --git a/GGJ26/Assets/01. Scripts/Network/FusionThirdPersonMotor.cs b/GGJ26/Assets/01. Scripts/Network/FusionThirdPersonMotor.cs index 0045bc6d..fa12588e 100644 --- a/GGJ26/Assets/01. Scripts/Network/FusionThirdPersonMotor.cs +++ b/GGJ26/Assets/01. Scripts/Network/FusionThirdPersonMotor.cs @@ -44,6 +44,7 @@ public class FusionThirdPersonMotor : NetworkBehaviour [Networked] private NetworkBool NetIsDancing { get; set; } [Networked] private int NetDanceIndex { get; set; } [Networked] private TickTimer SabotageStunTimer { get; set; } + [Networked] private TickTimer MeleeMoveLockTimer { get; set; } private CharacterController controller; private Animator animator; @@ -205,7 +206,7 @@ public override void FixedUpdateNetwork() return; } - bool lockMovement = GameManager.Instance != null && GameManager.Instance.IsGroupDanceActive; + bool lockMovement = (GameManager.Instance != null && GameManager.Instance.IsGroupDanceActive) || IsMeleeMoveLocked(); // Seeker NPC dance command (disabled during group dance). if (lockMovement == false && input.npcDanceCommand && role != null && role.IsSeeker && Runner.SimulationTime >= NextNpcDanceCommandTime) { @@ -470,6 +471,49 @@ private bool IsSabotageStunned() return SabotageStunTimer.ExpiredOrNotRunning(Runner) == false; } + public void RequestMeleeMovementLock(float durationSeconds) + { + if (Object == null) + { + return; + } + + if (Object.HasStateAuthority) + { + ApplyMeleeMovementLockInternal(durationSeconds); + return; + } + + RpcRequestMeleeMovementLock(durationSeconds); + } + + [Rpc(RpcSources.All, RpcTargets.StateAuthority)] + private void RpcRequestMeleeMovementLock(float durationSeconds) + { + ApplyMeleeMovementLockInternal(durationSeconds); + } + + private void ApplyMeleeMovementLockInternal(float durationSeconds) + { + if (Object == null || Object.HasStateAuthority == false || Runner == null) + { + return; + } + + float clamped = Mathf.Clamp(durationSeconds, 0.05f, 1.5f); + MeleeMoveLockTimer = TickTimer.CreateFromSeconds(Runner, clamped); + } + + private bool IsMeleeMoveLocked() + { + if (Runner == null) + { + return false; + } + + return MeleeMoveLockTimer.ExpiredOrNotRunning(Runner) == false; + } + private void PlaySeekerSkillSfx() { if (playSeekerSkillSfx == false || seekerSkillSfxClip == null) diff --git a/GGJ26/Assets/01. Scripts/Network/GameModeRuntime.cs b/GGJ26/Assets/01. Scripts/Network/GameModeRuntime.cs new file mode 100644 index 00000000..5810553a --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/GameModeRuntime.cs @@ -0,0 +1,24 @@ +using System; + +public static class GameModeRuntime +{ + public const string Classic = "classic"; + public const string Deathmatch = "deathmatch"; + + private static string currentMode = Classic; + + public static string CurrentMode => currentMode; + public static bool IsDeathmatch => string.Equals(currentMode, Deathmatch, StringComparison.OrdinalIgnoreCase); + + public static void SetMode(string mode) + { + if (string.IsNullOrWhiteSpace(mode)) + { + currentMode = Classic; + return; + } + + currentMode = string.Equals(mode, Deathmatch, StringComparison.OrdinalIgnoreCase) ? Deathmatch : Classic; + } +} + diff --git a/GGJ26/Assets/01. Scripts/Network/GameModeRuntime.cs.meta b/GGJ26/Assets/01. Scripts/Network/GameModeRuntime.cs.meta new file mode 100644 index 00000000..69f2f807 --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/GameModeRuntime.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 76065504f612f164e846b8c2582a8fa9 \ No newline at end of file diff --git a/GGJ26/Assets/01. Scripts/Network/LobbyMatchmakingUI.cs b/GGJ26/Assets/01. Scripts/Network/LobbyMatchmakingUI.cs index 4d451e26..485ef6ce 100644 --- a/GGJ26/Assets/01. Scripts/Network/LobbyMatchmakingUI.cs +++ b/GGJ26/Assets/01. Scripts/Network/LobbyMatchmakingUI.cs @@ -14,7 +14,7 @@ public class LobbyMatchmakingUI : MonoBehaviour private enum RoomMode { Classic = 0, - Nuguri = 1 + Deathmatch = 1 } [SerializeField] private FusionLauncher launcher; @@ -468,13 +468,18 @@ private void StartMatchmakingWithInputs(bool isCreateRoom) return; } - string sessionName = BuildSessionName(room, hasPassword ? password : string.Empty, isCreateRoom); + string mode = selectedRoomMode == RoomMode.Deathmatch ? GameModeRuntime.Deathmatch : GameModeRuntime.Classic; + string sessionName = isCreateRoom + ? BuildSessionName(room, hasPassword ? password : string.Empty, mode) + : ResolveJoinSessionName(room, hasPassword ? password : string.Empty); + + mode = RoomSessionNameCodec.DecodeMode(sessionName); int requestedMaxPlayers = isCreateRoom ? selectedMaxPlayers : Mathf.Max(1, launcher.MaxPlayers); - launcher.StartMatchmaking(sessionName, requestedMaxPlayers); + launcher.StartMatchmaking(sessionName, requestedMaxPlayers, mode); if (popupRoot != null) { @@ -486,95 +491,28 @@ private void StartMatchmakingWithInputs(bool isCreateRoom) } } - private string BuildSessionName(string room, string password, bool isCreateRoom) - { - string baseName = string.IsNullOrEmpty(password) - ? room - : $"{room}{PrivateRoomSeparator}{password}"; - - if (isCreateRoom == false) - { - return baseName; - } - - return $"{baseName}{SessionIdSeparator}{System.Guid.NewGuid():N}"; - } - - private bool HasRoomNameConflict(string roomName) + private string BuildSessionName(string room, string password, string mode) { - if (launcher == null || string.IsNullOrWhiteSpace(roomName)) - { - return false; - } - - var sessions = launcher.CachedSessionList; - if (sessions == null) - { - return false; - } - - for (int i = 0; i < sessions.Count; i++) + string encoded = RoomSessionNameCodec.Encode(room, password, mode); + int modeMarkerIndex = encoded.LastIndexOf("::m=", System.StringComparison.Ordinal); + if (modeMarkerIndex < 0) { - string existingSessionName = sessions[i].Name; - if (string.IsNullOrWhiteSpace(existingSessionName)) - { - continue; - } - - string existingBaseName = ExtractBaseRoomName(existingSessionName); - if (string.Equals(existingBaseName, roomName, System.StringComparison.OrdinalIgnoreCase)) - { - return true; - } + return $"{encoded}{SessionIdSeparator}{System.Guid.NewGuid():N}"; } - return false; + string basePart = encoded.Substring(0, modeMarkerIndex); + string modePart = encoded.Substring(modeMarkerIndex); + return $"{basePart}{SessionIdSeparator}{System.Guid.NewGuid():N}{modePart}"; } private static string ExtractBaseRoomName(string sessionName) { - if (string.IsNullOrEmpty(sessionName)) - { - return string.Empty; - } - - string trimmed = sessionName.Trim(); - int sessionIdSeparator = trimmed.IndexOf(SessionIdSeparator, System.StringComparison.Ordinal); - if (sessionIdSeparator > 0) - { - trimmed = trimmed.Substring(0, sessionIdSeparator).Trim(); - } - - int passwordSeparator = trimmed.IndexOf(PrivateRoomSeparator, System.StringComparison.Ordinal); - if (passwordSeparator <= 0) - { - return trimmed; - } - - return trimmed.Substring(0, passwordSeparator).Trim(); + return RoomSessionNameCodec.DecodeDisplayRoomName(sessionName); } private static string ExtractPasswordFromSessionName(string sessionName) { - if (string.IsNullOrEmpty(sessionName)) - { - return string.Empty; - } - - string trimmed = sessionName.Trim(); - int sessionIdSeparator = trimmed.IndexOf(SessionIdSeparator, System.StringComparison.Ordinal); - if (sessionIdSeparator > 0) - { - trimmed = trimmed.Substring(0, sessionIdSeparator).Trim(); - } - - int passwordSeparator = trimmed.IndexOf(PrivateRoomSeparator, System.StringComparison.Ordinal); - if (passwordSeparator < 0 || passwordSeparator >= trimmed.Length - 1) - { - return string.Empty; - } - - return trimmed.Substring(passwordSeparator + 1).Trim(); + return RoomSessionNameCodec.DecodePassword(sessionName); } private void EnsureEventSystem() @@ -596,8 +534,6 @@ private void EnsureEventSystem() } } } - - private void CancelMatchmaking() { if (launcher == null) @@ -1172,8 +1108,8 @@ private void CreatePublicRoomRow(Transform parent, int index, SessionInfo sessio private void JoinSessionFromList(SessionInfo session) { string roomName = session.Name; - int separator = roomName.IndexOf(PrivateRoomSeparator, System.StringComparison.Ordinal); - if (separator >= 0) + string mode = RoomSessionNameCodec.DecodeMode(roomName); + if (RoomSessionNameCodec.HasPassword(roomName)) { OpenPasswordJoinPopup(session); return; @@ -1181,7 +1117,7 @@ private void JoinSessionFromList(SessionInfo session) if (launcher != null) { - launcher.StartMatchmaking(roomName, Mathf.Max(1, session.MaxPlayers)); + launcher.StartMatchmaking(roomName, Mathf.Max(1, session.MaxPlayers), mode); } } @@ -1254,8 +1190,9 @@ private void ConfirmPasswordJoin() return; } + string mode = RoomSessionNameCodec.DecodeMode(pendingPasswordJoinSessionName); ClosePasswordJoinPopup(); - launcher.StartMatchmaking(pendingPasswordJoinSessionName, pendingPasswordJoinMaxPlayers); + launcher.StartMatchmaking(pendingPasswordJoinSessionName, pendingPasswordJoinMaxPlayers, mode); if (popupRoot != null) { @@ -1501,10 +1438,32 @@ private void DecreaseMaxPlayers() private void ToggleRoomMode() { - selectedRoomMode = selectedRoomMode == RoomMode.Classic ? RoomMode.Nuguri : RoomMode.Classic; + selectedRoomMode = selectedRoomMode == RoomMode.Classic ? RoomMode.Deathmatch : RoomMode.Classic; RefreshRoomModeUi(); } + private string ResolveJoinSessionName(string roomName, string password) + { + string selectedMode = selectedRoomMode == RoomMode.Deathmatch ? GameModeRuntime.Deathmatch : GameModeRuntime.Classic; + + if (launcher == null || launcher.CachedSessionList == null) + { + return RoomSessionNameCodec.Encode(roomName, password, selectedMode); + } + + var sessions = launcher.CachedSessionList; + for (int i = 0; i < sessions.Count; i++) + { + string candidate = sessions[i].Name; + if (RoomSessionNameCodec.MatchesRoomAndPassword(candidate, roomName, password)) + { + return candidate; + } + } + + return RoomSessionNameCodec.Encode(roomName, password, selectedMode); + } + private void RefreshRoomModeUi() { if (modeValueText != null) @@ -1515,8 +1474,8 @@ private void RefreshRoomModeUi() if (modeDescriptionText != null) { modeDescriptionText.text = selectedRoomMode == RoomMode.Classic - ? "술래를 피해 달아나세요!" - : "최후의 승자가 되세요!"; + ? "클래식 모드는 일반 플레이어는 술래를 피해 달아나고, 술래는 모든 일반 플레이어를 잡는 모드입니다." + : "데스매치 모드는 모든 플레이어가 근접 공격으로 생존 경쟁을 하는 모드입니다."; } } diff --git a/GGJ26/Assets/01. Scripts/Network/PlayerRole.cs b/GGJ26/Assets/01. Scripts/Network/PlayerRole.cs index dd6b296d..f04e08ff 100644 --- a/GGJ26/Assets/01. Scripts/Network/PlayerRole.cs +++ b/GGJ26/Assets/01. Scripts/Network/PlayerRole.cs @@ -81,8 +81,15 @@ private void TryAssignRole() playerStateManager = FindFirstObjectByType(); } - PlayerRef seeker = GetDeterministicSeeker(); - IsSeeker = Object.InputAuthority == seeker; + if (GameModeRuntime.IsDeathmatch) + { + IsSeeker = false; + } + else + { + PlayerRef seeker = GetDeterministicSeeker(); + IsSeeker = Object.InputAuthority == seeker; + } RoleAssigned = true; if (playerStateManager != null) diff --git a/GGJ26/Assets/01. Scripts/Network/RoomSessionNameCodec.cs b/GGJ26/Assets/01. Scripts/Network/RoomSessionNameCodec.cs new file mode 100644 index 00000000..da9ae684 --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/RoomSessionNameCodec.cs @@ -0,0 +1,133 @@ +using System; + +public static class RoomSessionNameCodec +{ + private const string PasswordSeparator = "#"; + private const string SessionIdSeparator = "@"; + private const string ModeMarker = "::m="; + + public static string Encode(string roomName, string password, string mode) + { + string safeRoom = string.IsNullOrWhiteSpace(roomName) ? "room" : roomName.Trim(); + string safeMode = NormalizeMode(mode); + string session = safeRoom; + + if (string.IsNullOrEmpty(password) == false) + { + session += PasswordSeparator + password; + } + + session += ModeMarker + safeMode; + return session; + } + + public static string DecodeMode(string sessionName) + { + if (string.IsNullOrWhiteSpace(sessionName)) + { + return GameModeRuntime.Classic; + } + + int marker = sessionName.LastIndexOf(ModeMarker, StringComparison.Ordinal); + if (marker < 0) + { + return GameModeRuntime.Classic; + } + + string mode = sessionName.Substring(marker + ModeMarker.Length).Trim(); + return NormalizeMode(mode); + } + + public static string DecodeDisplayRoomName(string sessionName) + { + if (string.IsNullOrWhiteSpace(sessionName)) + { + return string.Empty; + } + + string withoutMode = RemoveModeSuffix(sessionName); + string withoutSessionId = RemoveSessionIdSuffix(withoutMode); + int separator = withoutSessionId.IndexOf(PasswordSeparator, StringComparison.Ordinal); + if (separator >= 0) + { + return withoutSessionId.Substring(0, separator); + } + + return withoutSessionId; + } + + public static bool HasPassword(string sessionName) + { + if (string.IsNullOrWhiteSpace(sessionName)) + { + return false; + } + + string withoutMode = RemoveModeSuffix(sessionName); + string withoutSessionId = RemoveSessionIdSuffix(withoutMode); + int separator = withoutSessionId.IndexOf(PasswordSeparator, StringComparison.Ordinal); + return separator >= 0 && separator < withoutSessionId.Length - 1; + } + + public static bool MatchesRoomAndPassword(string sessionName, string roomName, string password) + { + string safeRoom = roomName == null ? string.Empty : roomName.Trim(); + string safePassword = password == null ? string.Empty : password.Trim(); + string withoutMode = RemoveModeSuffix(sessionName); + string withoutSessionId = RemoveSessionIdSuffix(withoutMode); + + int separator = withoutSessionId.IndexOf(PasswordSeparator, StringComparison.Ordinal); + string baseRoom = separator >= 0 ? withoutSessionId.Substring(0, separator) : withoutSessionId; + string pass = separator >= 0 && separator < withoutSessionId.Length - 1 ? withoutSessionId.Substring(separator + 1) : string.Empty; + + return string.Equals(baseRoom, safeRoom, StringComparison.Ordinal) && + string.Equals(pass, safePassword, StringComparison.Ordinal); + } + + public static string DecodePassword(string sessionName) + { + if (string.IsNullOrWhiteSpace(sessionName)) + { + return string.Empty; + } + + string withoutMode = RemoveModeSuffix(sessionName); + string withoutSessionId = RemoveSessionIdSuffix(withoutMode); + int separator = withoutSessionId.IndexOf(PasswordSeparator, StringComparison.Ordinal); + if (separator < 0 || separator >= withoutSessionId.Length - 1) + { + return string.Empty; + } + + return withoutSessionId.Substring(separator + 1); + } + + private static string RemoveModeSuffix(string sessionName) + { + int marker = sessionName.LastIndexOf(ModeMarker, StringComparison.Ordinal); + if (marker < 0) + { + return sessionName; + } + + return sessionName.Substring(0, marker); + } + + private static string RemoveSessionIdSuffix(string sessionName) + { + int separator = sessionName.LastIndexOf(SessionIdSeparator, StringComparison.Ordinal); + if (separator < 0) + { + return sessionName; + } + + return sessionName.Substring(0, separator); + } + + private static string NormalizeMode(string mode) + { + return string.Equals(mode, GameModeRuntime.Deathmatch, StringComparison.OrdinalIgnoreCase) + ? GameModeRuntime.Deathmatch + : GameModeRuntime.Classic; + } +} diff --git a/GGJ26/Assets/01. Scripts/Network/RoomSessionNameCodec.cs.meta b/GGJ26/Assets/01. Scripts/Network/RoomSessionNameCodec.cs.meta new file mode 100644 index 00000000..343df3a8 --- /dev/null +++ b/GGJ26/Assets/01. Scripts/Network/RoomSessionNameCodec.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c696bcbab95c5f645ad70d23742fac61 \ No newline at end of file diff --git a/GGJ26/Assets/01. Scripts/Network/StunGun.cs b/GGJ26/Assets/01. Scripts/Network/StunGun.cs index 00808bd9..a2f2763d 100644 --- a/GGJ26/Assets/01. Scripts/Network/StunGun.cs +++ b/GGJ26/Assets/01. Scripts/Network/StunGun.cs @@ -105,6 +105,12 @@ private void Update() return; } + if (GameModeRuntime.IsDeathmatch) + { + SetCrosshairVisible(false); + return; + } + UpdateCrosshair(); if (role != null && role.IsSeeker == false) diff --git a/GGJ26/Assets/01. Scripts/UI/GameManager.cs b/GGJ26/Assets/01. Scripts/UI/GameManager.cs index c1442801..b8df9a45 100644 --- a/GGJ26/Assets/01. Scripts/UI/GameManager.cs +++ b/GGJ26/Assets/01. Scripts/UI/GameManager.cs @@ -30,6 +30,7 @@ public GameState CurrentGameState [SerializeField] private GameStateController gameStateController; [SerializeField] private GameTimerController timerController; [SerializeField] private GameResultController resultController; + [SerializeField] private DeathmatchMatchController deathmatchController; [Header("Broadcasting on")] [SerializeField] private GameStateEventChannelSO onGameStateChanged; @@ -95,6 +96,11 @@ private void Awake() resultController = gameObject.AddComponent(); } + if (deathmatchController == null) + { + deathmatchController = GetComponent(); + } + if (gameStateController != null) { gameStateController.Configure(inputReader, onGameStateChanged); @@ -198,7 +204,7 @@ private void OnPlayerStateChanged(PlayerState updatedState) private void OnSceneLoaded(Scene scene, LoadSceneMode mode) { - if (scene.name == gameSceneName) + if (IsGameplayScene(scene)) { StartNewGame(); } @@ -329,6 +335,11 @@ private void Update() timerController.TickTimerUI(); } + if (GameModeRuntime.IsDeathmatch) + { + return; + } + if (playerStateManager == null) { playerStateManager = FindFirstObjectByType(); @@ -519,6 +530,27 @@ private static bool ShouldUseDefaultSpawn() return runner == null || runner.IsRunning == false; } + private bool IsGameplayScene(Scene scene) + { + if (scene.name == gameSceneName) + { + return true; + } + + string path = scene.path; + if (path.EndsWith("GameScene.unity", System.StringComparison.OrdinalIgnoreCase)) + { + return true; + } + + if (path.EndsWith("DeathMatchGameScene.unity", System.StringComparison.OrdinalIgnoreCase)) + { + return true; + } + + return path.EndsWith("Game.unity", System.StringComparison.OrdinalIgnoreCase); + } + private void OnGroupDanceActive(bool isActive) { isGroupDanceActive = isActive; diff --git a/GGJ26/Assets/01. Scripts/UI/GameResultController.cs b/GGJ26/Assets/01. Scripts/UI/GameResultController.cs index 91b330fa..2e7e8cc4 100644 --- a/GGJ26/Assets/01. Scripts/UI/GameResultController.cs +++ b/GGJ26/Assets/01. Scripts/UI/GameResultController.cs @@ -87,6 +87,11 @@ public void EndGame(bool seekerWin, float remainingSeconds) public bool TryResolveWinConditions(float remainingSeconds) { + if (GameModeRuntime.IsDeathmatch) + { + return false; + } + if (playerStateManager == null) { playerStateManager = FindFirstObjectByType(); @@ -131,6 +136,33 @@ public bool TryResolveWinConditions(float remainingSeconds) return false; } + public void EndGameDeathmatch(int winnerRawPlayerId, bool drawAllLose, float remainingSeconds) + { + if (HasEnded) + { + return; + } + + HasEnded = true; + if (gameStateController != null) + { + gameStateController.SetState(GameState.Ending); + } + + bool localWin = false; + if (drawAllLose == false && playerStateManager != null && playerStateManager.TryGetLocalPlayer(out var localState)) + { + localWin = string.Equals(localState.PlayerId, winnerRawPlayerId.ToString(), System.StringComparison.Ordinal); + } + + float avgReaction = statsManager != null ? statsManager.GetAverageReactionMs() : 0f; + List history = statsManager != null ? statsManager.GetMaskHistory() : new List(); + var result = new GameResultData(false, localWin, remainingSeconds, avgReaction, history); + + onGameResult?.RaiseEvent(result); + onGameEnded?.RaiseEvent(); + } + private PlayerRole FindLocalPlayerRole() { var roles = FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None); diff --git a/GGJ26/Assets/03. 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--git a/GGJ26/Assets/deathmatch_task_breakdown.md b/GGJ26/Assets/deathmatch_task_breakdown.md new file mode 100644 index 00000000..a3e109f9 --- /dev/null +++ b/GGJ26/Assets/deathmatch_task_breakdown.md @@ -0,0 +1,157 @@ +# Deathmatch 구현 태스크 분해 (파일/클래스 단위) + +## Epic A. 모드 라우팅/세션 + +### A-1. Mode enum/상수 확장 +- **파일**: `Assets/01. Scripts/Network/FusionLauncher.cs` (또는 모드 관리 파일) +- **작업** + - `classic` 외 `deathmatch` 모드 식별 상수 추가 + - 룸 생성/입장 시 mode 파싱 유틸 통일 +- **완료 기준** + - 룸 mode가 `deathmatch`면 데스매치 컨트롤러 활성화 + +### A-2. 로비 UI 모드 선택 반영 +- **파일**: `Assets/01. Scripts/UI/CreateRoomModalView.cs` (실제 파일명에 맞춤) +- **작업** + - 모드 토글/드롭다운에 `Deathmatch` 추가 + - CustomProperties에 `"mode":"deathmatch"` 저장 +- **완료 기준** + - 로비 목록/입장 후 모드가 일관되게 전달됨 + +--- + +## Epic B. 플레이어 상태(목숨/킬/탈락) + +### B-1. DeathmatchPlayerState 신규 +- **신규 파일**: `Assets/01. Scripts/Network/Deathmatch/DeathmatchPlayerState.cs` +- **책임** + - `Lives`, `Kills`, `LifeLostTotal`, `IsEliminated` 네트워크 상태 보관 + - StateAuthority에서만 상태 변경 +- **API 초안** + - `InitializeForMatch()` + - `ApplyLifeDelta(int delta, DamageReason reason)` + - `RegisterKill()` + +### B-2. PlayerElimination 연동 +- **파일**: `Assets/01. Scripts/Network/PlayerElimination.cs` +- **작업** + - Deathmatch에서 `Lives<=0`일 때만 탈락 처리 + - 기존 관전자 전환 재사용 +- **완료 기준** + - 데스매치 탈락 시 기존 관전/카메라 흐름 정상 + +--- + +## Epic C. 근접 공격 시스템 + +### C-1. DeathmatchMeleeAttack 신규 +- **신규 파일**: `Assets/01. Scripts/Network/Deathmatch/DeathmatchMeleeAttack.cs` +- **책임** + - 좌클릭 입력 감지 + - 공격 쿨다운 관리 + - 히트 판정 요청(RPC) 및 StateAuthority 최종 처리 +- **판정 규칙** + - Player 우선, 그 다음 NPC + - 플레이어 명중: 대상 `Lives=0`, 공격자 `Kills+1`, 공격자 `Lives=3` + - NPC 명중: 공격자 `Lives-1` + +### C-2. 입력 브리지 연동 +- **파일**: `Assets/01. Scripts/Network/FusionInputBridge.cs` +- **작업** + - Deathmatch 공격 버튼 플래그 추가/전달 +- **완료 기준** + - 네트워크 틱 중복 입력 없이 1회 클릭=1회 처리 + +--- + +## Epic D. 자기장 시스템 + +### D-1. DeathmatchZoneController 신규 +- **신규 파일**: `Assets/01. Scripts/Network/Deathmatch/DeathmatchZoneController.cs` +- **책임** + - 3분 타이머 + - 안전구역 반경 축소 함수 계산 + - 3초 틱으로 외부 플레이어 목숨 감소 +- **데이터** + - `SafeZoneCenter`, `SafeZoneRadius`, `MatchTimeRemaining` + +### D-2. 자기장 시각화(최소) +- **신규/기존 파일**: `Assets/01. Scripts/UI/DeathmatchZoneWarningUI.cs` (신규 권장) +- **작업** + - 자기장 밖 경고 텍스트/아이콘 표시 + +--- + +## Epic E. 승패/결과 판정 + +### E-1. DeathmatchMatchController 신규 +- **신규 파일**: `Assets/01. Scripts/Network/Deathmatch/DeathmatchMatchController.cs` +- **책임** + - 생존자 수 기반 종료 판정 + - 동시 사망 타이브레이커 + 1) Kills desc + 2) LifeLostTotal asc + 3) 완전 동률=전원 패배 +- **완료 기준** + - 1명 생존 즉시 종료 / 0명 생존 시 규칙대로 승자 산출 + +### E-2. 결과 UI 반영 +- **파일**: `Assets/01. Scripts/UI/GameResultController.cs` (또는 현재 결과 UI 스크립트) +- **작업** + - 승자명/동률 패배 메시지 출력 + +--- + +## Epic F. HUD + +### F-1. 데스매치 HUD 신규 +- **신규 파일**: `Assets/01. Scripts/UI/UIDeathmatchHUD.cs` +- **표시 항목** + - Lives(3칸), Kills, 타이머, 자기장 경고 + +### F-2. 씬 배선(MCP) +- **대상 씬**: `Assets/00. Scenes/GameScene.unity` +- **작업** + - HUD 오브젝트 생성 및 컨트롤러 연결 + - Deathmatch 관련 컨트롤러 오브젝트 추가/레퍼런스 연결 + +--- + +## Epic G. 모드별 비활성 정책 + +### G-1. Classic 전용 기능 차단 +- **파일 후보** + - `Assets/01. Scripts/Network/StunGun.cs` + - `Assets/01. Scripts/Network/Sabotage/SpectatorSabotageController.cs` + - `Assets/01. Scripts/Events/GroupDanceMaskChanger.cs` +- **작업** + - Deathmatch 모드에서는 술래/사보타지/가면 변경 루프 비활성 + +--- + +## 구현 순서(권장) + +1. A-1, A-2 (모드 인입 보장) +2. B-1, B-2 (생명/탈락 기반) +3. C-1, C-2 (근접 공격) +4. D-1 (자기장 데미지) +5. E-1, E-2 (종료/결과) +6. F-1, F-2 (HUD) +7. G-1 (클래식 기능 분리 정리) + +--- + +## 테스트 시나리오 티켓 + +### T-1. 2인 데스매치 +- 플레이어 킬 시 즉시 승리/종료 확인 + +### T-2. 3인 + NPC 오타격 +- NPC 타격 시 자해(목숨 감소) 확인 + +### T-3. 자기장 종료 테스트 +- 3분 경과 후 안전구역 0, 동시 사망 타이브레이커 확인 + +### T-4. 완전 동률 +- 킬/목숨손실 모두 동일하면 전원 패배 확인 + diff --git a/GGJ26/Assets/deathmatch_task_breakdown.md.meta b/GGJ26/Assets/deathmatch_task_breakdown.md.meta new file mode 100644 index 00000000..564ab1b2 --- /dev/null +++ b/GGJ26/Assets/deathmatch_task_breakdown.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 78aeca21fda81154187694083b099051 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ26/Assets/prd.md b/GGJ26/Assets/prd.md new file mode 100644 index 00000000..ef6dea10 --- /dev/null +++ b/GGJ26/Assets/prd.md @@ -0,0 +1,177 @@ +# Find Mask - Deathmatch Mode PRD + +## 1) 개요 + +### 목적 +- 기존 `Classic` 모드 외에 `Deathmatch` 모드를 추가한다. +- Deathmatch는 **모든 플레이어가 일반 플레이어 외형/역할**로 시작하며, 좌클릭으로 근접 공격을 수행한다. + +### 성공 기준 +- 룸 생성 시 `mode=deathmatch`로 시작 가능 +- 생명(3목숨) 규칙, PvP/NPC 타격 패널티, 자기장(축소/도트 데미지), 승패 판정이 네트워크에서 일관되게 동작 + +--- + +## 2) 게임 규칙 (확정 요구사항) + +1. 모든 플레이어는 시작 시 목숨 `3`개. +2. 근접 공격으로 **다른 플레이어 명중 시 대상 즉사(라운드 내 1목숨 소진 처리)**. +3. 근접 공격으로 **NPC 명중 시 공격자 목숨 -1**. +4. 목숨이 `0`이 되면 즉시 탈락(관전 전환). +5. 다른 플레이어를 탈락시키면 공격자 목숨을 `3`으로 즉시 복구. +6. 본인 제외 모든 플레이어가 탈락하면 승리/게임 종료. +7. 맵 자기장: + - 자기장 밖: `3초마다 목숨 -1` + - 제한시간 3분 동안 점진 축소 + - 3분 경과 시 안전구역 0(내부 구역 소멸) +8. 자기장 동시 사망 타이브레이커: + - 1순위: 킬 수 높은 플레이어 + - 2순위: 누적 목숨 손실 적은 플레이어 + - 모두 동률: 모두 패배 + +--- + +## 3) 스코프 + +### In Scope +- 모드 선택에 `Deathmatch` 추가 (룸 생성/로비 표시/게임 진입) +- Deathmatch 전용 전투/생명/자기장/승패 시스템 +- 결과 UI에 승자/동률 패배 노출 + +### Out of Scope (이번 단계) +- 신규 무기/애니메이션 대규모 리워크 +- 데스매치 전용 맵 별도 제작 +- 랭크/통계 서버 저장 + +--- + +## 4) 플레이 플로우 + +1. 방 생성에서 `Mode = Deathmatch` 선택 +2. GameScene 진입 시 Deathmatch 규칙 활성화 +3. 각 플레이어 초기화: + - `lives=3`, `kills=0`, `lifeLost=0`, `isEliminated=false` +4. 전투/자기장 진행 중 상태 갱신 +5. 종료 조건 충족 시 결과 화면 + +--- + +## 5) 시스템 설계 + +## 5.1 모드 라우팅 +- 룸 CustomProperties `mode`에 `deathmatch` 추가 +- 게임 시작 시 `GameModeService`(신규/기존 확장)에서 모드별 시스템 on/off + - Classic 전용 로직(술래/일반/사보타지)은 Deathmatch에서 비활성 + +## 5.2 Deathmatch 상태 모델 (Networked) +- `DeathmatchPlayerState` (플레이어별) + - `Lives` (0~3) + - `Kills` + - `LifeLostTotal` (타이브레이커용) + - `IsEliminated` +- `DeathmatchMatchState` (매치 공통) + - `MatchTimeRemaining` (초) + - `SafeZoneRadius` + - `SafeZoneCenter` + - `IsFinished` + - `WinnerPlayerRef` 또는 `IsDrawAllLose` + +## 5.3 근접 공격 +- 입력: 좌클릭 (InputAuthority) +- 판정: StateAuthority에서 최종 확정 + - 공격 원점/방향(카메라 또는 캐릭터 forward) 기반 `SphereCast` 또는 Overlap capsule + - 우선순위: 플레이어 > NPC (동시 히트 시 플레이어 우선) +- 처리: + - 플레이어 히트: 대상 `Lives=0` 처리(즉시 탈락), 공격자 `Kills+1`, 공격자 `Lives=3` + - NPC 히트: 공격자 `Lives-1` + +## 5.4 목숨/탈락 처리 +- `ApplyLifeDelta(player, delta, reason)` 공통 함수로 단일 진입점 유지 +- `Lives<=0` 시: + - `IsEliminated=true` + - 기존 관전자 카메라/이동 로직 재사용 + - 승패 체크 트리거 + +## 5.5 자기장 +- 중심점: 맵 중심(초기 고정) +- 반경 함수: + - `R(t) = R0 * (1 - t/180)` for `0<=t<=180` + - `t>=180`이면 `R=0` +- 도트 데미지: + - StateAuthority에서 3초 틱 타이머 관리 + - 자기장 밖 플레이어에게 `Lives-1` 적용 + +## 5.6 동시 사망 / 승자 결정 +- 생존자 0명일 때(자기장 동시사 포함) 순위 계산: + 1) `Kills` 최대 + 2) `LifeLostTotal` 최소 + 3) 완전 동률이면 `DrawAllLose=true` +- 생존자 1명일 때 해당 플레이어 즉시 승리 + +--- + +## 6) 네트워크/권한 원칙 (Fusion) + +- 입력 수집: InputAuthority +- 판정/상태 변경: StateAuthority only +- UI 표시: 각 클라이언트 Render 단계에서 Networked 상태 반영 +- RPC는 요청용 최소화, 실제 결과는 Networked 변수로 동기화 + +--- + +## 7) UI/UX 요구사항 + +- HUD(Deathmatch 전용): + - 현재 목숨(3칸 아이콘) + - 킬 수 + - 자기장까지 거리/경고(밖에 있을 때 경고 표시) + - 남은 시간(3:00 카운트다운) +- 결과창: + - 승자 이름 + - 동률 전원 패배 시 명시 문구 + +--- + +## 8) 밸런스 기본값(초기) + +- 목숨: 3 +- 자기장 틱: 3초 +- 근접 사거리: 2.0~2.5m +- 판정 반경: 0.5m +- 공격 쿨다운: 0.6s (연타 방지) + +--- + +## 9) 예외/에러 처리 + +- 모드 값 누락/오염 시 `classic` 폴백 + Warning 로그 +- 공격 대상 불명확(동시 다중 히트) 시 최근접 + 우선순위 규칙 적용 +- 종료 직전 중복 판정 방지(`IsFinished` 가드) + +--- + +## 10) 구현 작업 분해 + +1. 룸 모드 enum/프로퍼티 확장 (`deathmatch`) +2. Deathmatch 상태 컴포넌트 추가 (`DeathmatchPlayerState`, `DeathmatchMatchController`) +3. 근접 공격 컴포넌트 추가 (`DeathmatchMeleeAttack`) +4. 자기장 컨트롤러 추가 (`DeathmatchZoneController`) +5. 탈락/관전 연동 (기존 `PlayerElimination` 재사용) +6. 승패/타이브레이커 결과 처리 +7. HUD/결과 UI 연결 +8. 멀티 테스트(2인/3인/4인) + +--- + +## 11) QA 체크리스트 + +- [ ] 방 생성에서 Deathmatch 선택 후 정상 시작 +- [ ] 모든 플레이어 시작 목숨 3 확인 +- [ ] 플레이어 명중 시 대상 즉시 탈락 + 공격자 목숨 3 복구 +- [ ] NPC 명중 시 공격자 목숨 감소 +- [ ] 목숨 0 시 즉시 탈락/관전 전환 +- [ ] 자기장 밖 3초 틱 데미지 정상 적용 +- [ ] 3분 후 안전구역 0 처리 확인 +- [ ] 동시 사망 시 킬 수/목숨 손실 우선순위대로 승자 계산 +- [ ] 완전 동률 시 전원 패배 처리 + diff --git a/GGJ26/Assets/prd.md.meta b/GGJ26/Assets/prd.md.meta new file mode 100644 index 00000000..1415ba82 --- /dev/null +++ b/GGJ26/Assets/prd.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b0c535a009a97f54a8f9c9eee465ebda +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ26/Packages/manifest.json b/GGJ26/Packages/manifest.json index 87db8d87..630a3136 100644 --- a/GGJ26/Packages/manifest.json +++ b/GGJ26/Packages/manifest.json @@ -23,7 +23,6 @@ "com.unity.shadergraph": "17.3.0", "com.unity.test-framework": "1.6.0", "com.unity.timeline": "1.8.9", - "com.unity.toonshader": "0.11.0-preview", "com.unity.ugui": "2.0.0", "com.unity.visualeffectgraph": "17.0.4", "com.unity.visualscripting": "1.9.9", diff --git a/GGJ26/Packages/packages-lock.json b/GGJ26/Packages/packages-lock.json index d838e78d..a6d5a4c3 100644 --- a/GGJ26/Packages/packages-lock.json +++ b/GGJ26/Packages/packages-lock.json @@ -69,16 +69,6 @@ "source": "builtin", "dependencies": {} }, - "com.unity.film-internal-utilities": { - "version": "0.19.2-preview", - "depth": 1, - "source": "registry", - "dependencies": { - "com.unity.timeline": "1.2.18", - "com.unity.modules.uielements": "1.0.0" - }, - "url": "https://packages.unity.com" - }, "com.unity.ide.rider": { "version": "3.0.38", "depth": 0, @@ -235,16 +225,6 @@ }, "url": "https://packages.unity.com" }, - "com.unity.toonshader": { - "version": "0.11.0-preview", - "depth": 0, - "source": "registry", - "dependencies": { - "com.unity.render-pipelines.core": "10.0.0", - "com.unity.film-internal-utilities": "0.19.2-preview" - }, - "url": "https://packages.unity.com" - }, "com.unity.ugui": { "version": "2.0.0", "depth": 0, diff --git a/GGJ26/ProjectSettings/EditorBuildSettings.asset b/GGJ26/ProjectSettings/EditorBuildSettings.asset index cb9b54c0..eafc5314 100644 --- a/GGJ26/ProjectSettings/EditorBuildSettings.asset +++ b/GGJ26/ProjectSettings/EditorBuildSettings.asset @@ -14,6 +14,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/00. 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