feat: 멀티플레이어 네트워크 동기화 구현

- 로비 씬 추가 및 LobbyManager/LobbyUI/LobbySceneBuilder 구현
- NetworkPrefabsList로 플레이어 프리팹 등록 (PlayerPrefab 자동스폰 비활성화)
- PlayerMovement 서버 권한 이동 아키텍처로 전환
  - NetworkVariable<Vector2>로 클라이언트 입력 → 서버 전달
  - 점프 JumpRequestRpc로 서버 검증 후 실행
- 보스 프리팹에 NetworkTransform/NetworkAnimator 추가 (서버 권한)
- SkillController를 NetworkBehaviour로 전환
  - PlaySkillClipClientRpc로 클립 override + 재생 원자적 동기화
  - OnEffect/OnSkillEnd 클라이언트 실행 차단
- WeaponEquipment 클라이언트 무기 시각화 동기화 수정
  - registeredWeapons 인덱스 기반 NetworkVariable 동기화
  - SpawnWeaponVisualsLocal로 클라이언트 무기 생성
  - 중복 Instantiate 버그 수정

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-17 20:46:45 +09:00
parent b470aa4f8a
commit e5ef94da85
24 changed files with 5150 additions and 116 deletions

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@@ -27,6 +27,10 @@ namespace Colosseum
/// </summary>
public class GameManager : NetworkBehaviour
{
[Header("Player")]
[Tooltip("플레이어 프리팹 (NetworkObject 포함)")]
[SerializeField] private GameObject playerPrefab;
[Header("UI Prefabs")]
[Tooltip("게임 오버 UI 프리팹")]
[SerializeField] private GameObject gameOverUIPrefab;
@@ -107,33 +111,62 @@ namespace Colosseum
if (loadSceneMode == LoadSceneMode.Single)
{
if (debugMode)
{
Debug.Log($"[GameManager] Scene loaded: {sceneName}");
}
// 씬 로드 완료 시 플레이어 리스폰
if (IsServer)
StartCoroutine(SpawnPlayersAndRespawn(clientsCompleted));
}
}
private IEnumerator SpawnPlayersAndRespawn(List<ulong> clientsCompleted)
{
if (playerPrefab == null)
{
Debug.LogWarning("[GameManager] playerPrefab이 설정되지 않았습니다. 인스펙터에서 할당하세요.");
RespawnAllPlayersClientRpc();
yield break;
}
Debug.Log($"[GameManager] SpawnPlayersAndRespawn: clientsCompleted=[{string.Join(",", clientsCompleted)}]");
// 씬 로드를 완료한 클라이언트마다 플레이어 스폰
foreach (ulong clientId in clientsCompleted)
{
var go = Instantiate(playerPrefab);
var no = go.GetComponent<NetworkObject>();
if (no != null)
{
RespawnAllPlayersClientRpc();
no.SpawnAsPlayerObject(clientId, true);
Debug.Log($"[GameManager] Spawned player for clientId={clientId}");
}
else
{
Debug.LogError($"[GameManager] playerPrefab에 NetworkObject가 없습니다!");
Destroy(go);
}
}
// 클라이언트가 스폰된 오브젝트를 받을 시간 여유
yield return new WaitForSeconds(0.5f);
RespawnAllPlayersClientRpc();
}
[Rpc(SendTo.ClientsAndHost)]
private void RespawnAllPlayersClientRpc()
{
// 모든 플레이어 리스폰
// 서버: 모든 플레이어 체력/상태 리셋
var players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
foreach (var player in players)
{
player.Respawn();
}
// 카메라 재설정
var playerMovement = FindObjectsByType<PlayerMovement>(FindObjectsSortMode.None);
foreach (var movement in playerMovement)
// 카메라 재설정 — 자신이 소유한 플레이어만
var playerMovements = FindObjectsByType<PlayerMovement>(FindObjectsSortMode.None);
foreach (var movement in playerMovements)
{
movement.RefreshCamera();
if (movement.IsOwner)
movement.RefreshCamera();
}
}

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@@ -0,0 +1,415 @@
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
namespace Colosseum.Editor
{
public static class LobbySceneBuilder
{
[MenuItem("Colosseum/Build Lobby Scene")]
public static void Build()
{
// ── 씬 생성 ──────────────────────────────────────────
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
// ── NetworkManager ───────────────────────────────────
var nmGO = new GameObject("NetworkManager");
var nm = nmGO.AddComponent<NetworkManager>();
var transport = nmGO.AddComponent<UnityTransport>();
nm.NetworkConfig = new NetworkConfig
{
NetworkTransport = transport
};
// ── Network Prefabs 등록 ──────────────────────────────
var playerPrefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab");
if (playerPrefabAsset != null)
AddNetworkPrefab(nm, playerPrefabAsset);
else
Debug.LogWarning("[LobbySceneBuilder] Player prefab not found at expected path.");
// ── LobbyManager ─────────────────────────────────────
var lmGO = new GameObject("LobbyManager");
lmGO.AddComponent<Unity.Netcode.NetworkObject>();
lmGO.AddComponent<Colosseum.Network.LobbyManager>();
// ── Canvas ───────────────────────────────────────────
var canvasGO = new GameObject("Canvas");
var canvas = canvasGO.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvasGO.AddComponent<CanvasScaler>().uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasGO.AddComponent<GraphicRaycaster>();
// EventSystem — New Input System 사용 중이므로 InputSystemUIInputModule 사용
var esGO = new GameObject("EventSystem");
esGO.AddComponent<UnityEngine.EventSystems.EventSystem>();
esGO.AddComponent<UnityEngine.InputSystem.UI.InputSystemUIInputModule>();
// ── ConnectPanel ──────────────────────────────────────
var connectPanel = CreatePanel(canvasGO.transform, "ConnectPanel");
var connectRect = connectPanel.GetComponent<RectTransform>();
connectRect.anchorMin = Vector2.zero;
connectRect.anchorMax = Vector2.one;
connectRect.offsetMin = Vector2.zero;
connectRect.offsetMax = Vector2.zero;
var vLayout = connectPanel.AddComponent<VerticalLayoutGroup>();
vLayout.childAlignment = TextAnchor.MiddleCenter;
vLayout.spacing = 12;
vLayout.childForceExpandWidth = false;
vLayout.childForceExpandHeight = false;
connectPanel.AddComponent<ContentSizeFitter>();
CreateLabel(connectPanel.transform, "TitleLabel", "Colosseum Lobby", 36);
var ipInput = CreateInputField(connectPanel.transform, "IpInput", "Host IP (127.0.0.1)", 300, 50);
var portInput = CreateInputField(connectPanel.transform, "PortInput", "Port (7777)", 300, 50);
var hostBtn = CreateButton(connectPanel.transform, "HostButton", "Host", 200, 50);
var joinBtn = CreateButton(connectPanel.transform, "JoinButton", "Join", 200, 50);
var statusText = CreateLabel(connectPanel.transform, "StatusText", "", 18);
statusText.color = Color.yellow;
// ── LobbyPanel ────────────────────────────────────────
var lobbyPanel = CreatePanel(canvasGO.transform, "LobbyPanel");
var lobbyRect = lobbyPanel.GetComponent<RectTransform>();
lobbyRect.anchorMin = Vector2.zero;
lobbyRect.anchorMax = Vector2.one;
lobbyRect.offsetMin = Vector2.zero;
lobbyRect.offsetMax = Vector2.zero;
lobbyPanel.SetActive(false);
var vLayout2 = lobbyPanel.AddComponent<VerticalLayoutGroup>();
vLayout2.childAlignment = TextAnchor.MiddleCenter;
vLayout2.spacing = 12;
vLayout2.childForceExpandWidth = false;
vLayout2.childForceExpandHeight = false;
CreateLabel(lobbyPanel.transform, "LobbyTitle", "Waiting Room", 32);
// PlayerList: ScrollView 역할을 하는 VerticalLayout 컨테이너
var playerListGO = new GameObject("PlayerList");
playerListGO.transform.SetParent(lobbyPanel.transform, false);
var plRect = playerListGO.AddComponent<RectTransform>();
plRect.sizeDelta = new Vector2(400, 200);
var plLayout = playerListGO.AddComponent<VerticalLayoutGroup>();
plLayout.childAlignment = TextAnchor.UpperCenter;
plLayout.spacing = 8;
plLayout.childForceExpandWidth = true;
plLayout.childForceExpandHeight = false;
playerListGO.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
var readyBtn = CreateButton(lobbyPanel.transform, "ReadyButton", "준비", 200, 50);
var startBtn = CreateButton(lobbyPanel.transform, "StartButton", "게임 시작", 200, 50);
var discBtn = CreateButton(lobbyPanel.transform, "DisconnectButton", "나가기", 200, 50);
// ── PlayerSlot 프리팹 ─────────────────────────────────
var slotGO = new GameObject("PlayerSlot");
var slotRect = slotGO.AddComponent<RectTransform>();
slotRect.sizeDelta = new Vector2(380, 40);
var bg = slotGO.AddComponent<Image>();
bg.color = new Color(0.2f, 0.2f, 0.2f, 0.8f);
var slotLabel = new GameObject("Label");
slotLabel.transform.SetParent(slotGO.transform, false);
var slotLabelRect = slotLabel.AddComponent<RectTransform>();
slotLabelRect.anchorMin = Vector2.zero;
slotLabelRect.anchorMax = Vector2.one;
slotLabelRect.offsetMin = new Vector2(8, 0);
slotLabelRect.offsetMax = new Vector2(-8, 0);
var slotTmp = slotLabel.AddComponent<TextMeshProUGUI>();
slotTmp.text = "Player";
slotTmp.fontSize = 20;
slotTmp.alignment = TextAlignmentOptions.MidlineLeft;
System.IO.Directory.CreateDirectory(Application.dataPath + "/_Game/Prefabs/UI");
var slotPrefab = PrefabUtility.SaveAsPrefabAsset(slotGO, "Assets/_Game/Prefabs/UI/PlayerSlot.prefab");
Object.DestroyImmediate(slotGO);
// ── LobbyUI 연결 ──────────────────────────────────────
var uiGO = new GameObject("UIController");
var lobbyUI = uiGO.AddComponent<Colosseum.UI.LobbyUI>();
SetPrivateField(lobbyUI, "connectPanel", connectPanel);
SetPrivateField(lobbyUI, "ipInput", ipInput.GetComponent<TMP_InputField>());
SetPrivateField(lobbyUI, "portInput", portInput.GetComponent<TMP_InputField>());
SetPrivateField(lobbyUI, "hostButton", hostBtn.GetComponent<Button>());
SetPrivateField(lobbyUI, "joinButton", joinBtn.GetComponent<Button>());
SetPrivateField(lobbyUI, "connectStatusText", statusText);
SetPrivateField(lobbyUI, "lobbyPanel", lobbyPanel);
SetPrivateField(lobbyUI, "playerListParent", playerListGO.transform);
SetPrivateField(lobbyUI, "playerSlotPrefab", slotPrefab);
SetPrivateField(lobbyUI, "readyButton", readyBtn.GetComponent<Button>());
SetPrivateField(lobbyUI, "startButton", startBtn.GetComponent<Button>());
SetPrivateField(lobbyUI, "disconnectButton", discBtn.GetComponent<Button>());
// ── 씬 저장 ───────────────────────────────────────────
EditorSceneManager.SaveScene(scene, "Assets/Scenes/Lobby.unity");
// ── Build Settings 등록 ───────────────────────────────
AddSceneToBuildSettings("Assets/Scenes/Lobby.unity", 0);
AddSceneToBuildSettings("Assets/Scenes/Test.unity", 1);
Debug.Log("[LobbySceneBuilder] Lobby scene built successfully.");
}
[MenuItem("Colosseum/Register Network Prefabs")]
public static void RegisterNetworkPrefabs()
{
var nm = Object.FindFirstObjectByType<NetworkManager>();
if (nm == null)
{
Debug.LogError("[LobbySceneBuilder] NetworkManager not found in current scene.");
return;
}
var playerPrefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab");
if (playerPrefabAsset == null)
{
Debug.LogError("[LobbySceneBuilder] Player prefab not found.");
return;
}
// NetworkPrefabsList ScriptableObject 생성 또는 로드
const string listPath = "Assets/_Game/NetworkPrefabsList.asset";
var prefabList = AssetDatabase.LoadAssetAtPath<NetworkPrefabsList>(listPath);
if (prefabList == null)
{
prefabList = ScriptableObject.CreateInstance<NetworkPrefabsList>();
AssetDatabase.CreateAsset(prefabList, listPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("[LobbySceneBuilder] Created NetworkPrefabsList asset.");
}
// 플레이어 프리팹을 리스트에 추가 (내부 필드명은 "List")
if (!prefabList.Contains(playerPrefabAsset))
{
prefabList.Add(new NetworkPrefab { Prefab = playerPrefabAsset });
EditorUtility.SetDirty(prefabList);
AssetDatabase.SaveAssets();
Debug.Log("[LobbySceneBuilder] Added player prefab to NetworkPrefabsList.");
}
// NetworkManager에 리스트 등록 & PlayerPrefab은 null로 (자동 스폰 방지)
var so = new SerializedObject(nm);
so.Update();
var playerPrefabProp = so.FindProperty("NetworkConfig.PlayerPrefab");
if (playerPrefabProp != null)
playerPrefabProp.objectReferenceValue = null;
var nmListsProp = so.FindProperty("NetworkConfig.Prefabs.NetworkPrefabsLists");
if (nmListsProp != null)
{
bool alreadyAdded = false;
for (int i = 0; i < nmListsProp.arraySize; i++)
{
if (nmListsProp.GetArrayElementAtIndex(i).objectReferenceValue == prefabList)
{ alreadyAdded = true; break; }
}
if (!alreadyAdded)
{
// null 항목 제거 후 추가
for (int i = nmListsProp.arraySize - 1; i >= 0; i--)
if (nmListsProp.GetArrayElementAtIndex(i).objectReferenceValue == null)
nmListsProp.DeleteArrayElementAtIndex(i);
int idx = nmListsProp.arraySize;
nmListsProp.InsertArrayElementAtIndex(idx);
nmListsProp.GetArrayElementAtIndex(idx).objectReferenceValue = prefabList;
}
}
else
{
Debug.LogError("[LobbySceneBuilder] Could not find NetworkConfig.Prefabs.NetworkPrefabsLists property.");
}
so.ApplyModifiedProperties();
EditorSceneManager.MarkSceneDirty(nm.gameObject.scene);
EditorSceneManager.SaveScene(nm.gameObject.scene);
Debug.Log("[LobbySceneBuilder] NetworkPrefabsList registered. PlayerPrefab cleared. Scene saved.");
}
[MenuItem("Colosseum/Open Lobby Scene")]
public static void OpenLobbyScene()
{
if (EditorApplication.isPlaying)
EditorApplication.isPlaying = false;
EditorSceneManager.OpenScene("Assets/Scenes/Lobby.unity");
}
[MenuItem("Colosseum/Play Lobby Scene")]
public static void PlayLobbyScene()
{
if (!EditorApplication.isPlaying)
{
EditorSceneManager.OpenScene("Assets/Scenes/Lobby.unity");
EditorApplication.isPlaying = true;
}
}
[MenuItem("Colosseum/Stop Play")]
public static void StopPlay()
{
EditorApplication.isPlaying = false;
}
// ── 헬퍼 메서드 ──────────────────────────────────────────
private static GameObject CreatePanel(Transform parent, string name)
{
var go = new GameObject(name);
go.transform.SetParent(parent, false);
go.AddComponent<RectTransform>();
var img = go.AddComponent<Image>();
img.color = new Color(0, 0, 0, 0.6f);
return go;
}
private static GameObject CreateInputField(Transform parent, string name, string placeholder, float w, float h)
{
var go = new GameObject(name);
go.transform.SetParent(parent, false);
var rect = go.AddComponent<RectTransform>();
rect.sizeDelta = new Vector2(w, h);
go.AddComponent<Image>().color = new Color(0.15f, 0.15f, 0.15f, 1f);
var input = go.AddComponent<TMP_InputField>();
var textArea = new GameObject("Text Area");
textArea.transform.SetParent(go.transform, false);
var taRect = textArea.AddComponent<RectTransform>();
taRect.anchorMin = Vector2.zero;
taRect.anchorMax = Vector2.one;
taRect.offsetMin = new Vector2(8, 2);
taRect.offsetMax = new Vector2(-8, -2);
textArea.AddComponent<RectMask2D>();
var phGO = new GameObject("Placeholder");
phGO.transform.SetParent(textArea.transform, false);
var phRect = phGO.AddComponent<RectTransform>();
phRect.anchorMin = Vector2.zero;
phRect.anchorMax = Vector2.one;
phRect.offsetMin = phRect.offsetMax = Vector2.zero;
var phTmp = phGO.AddComponent<TextMeshProUGUI>();
phTmp.text = placeholder;
phTmp.fontSize = 18;
phTmp.color = new Color(0.5f, 0.5f, 0.5f);
var txtGO = new GameObject("Text");
txtGO.transform.SetParent(textArea.transform, false);
var txtRect = txtGO.AddComponent<RectTransform>();
txtRect.anchorMin = Vector2.zero;
txtRect.anchorMax = Vector2.one;
txtRect.offsetMin = txtRect.offsetMax = Vector2.zero;
var txt = txtGO.AddComponent<TextMeshProUGUI>();
txt.fontSize = 18;
txt.color = Color.white;
input.textViewport = taRect;
input.placeholder = phTmp;
input.textComponent = txt;
return go;
}
private static GameObject CreateButton(Transform parent, string name, string label, float w, float h)
{
var go = new GameObject(name);
go.transform.SetParent(parent, false);
var rect = go.AddComponent<RectTransform>();
rect.sizeDelta = new Vector2(w, h);
go.AddComponent<Image>().color = new Color(0.2f, 0.5f, 0.8f, 1f);
go.AddComponent<Button>();
var txtGO = new GameObject("Text");
txtGO.transform.SetParent(go.transform, false);
var txtRect = txtGO.AddComponent<RectTransform>();
txtRect.anchorMin = Vector2.zero;
txtRect.anchorMax = Vector2.one;
txtRect.offsetMin = txtRect.offsetMax = Vector2.zero;
var tmp = txtGO.AddComponent<TextMeshProUGUI>();
tmp.text = label;
tmp.fontSize = 20;
tmp.alignment = TextAlignmentOptions.Center;
tmp.color = Color.white;
return go;
}
private static TextMeshProUGUI CreateLabel(Transform parent, string name, string text, int size)
{
var go = new GameObject(name);
go.transform.SetParent(parent, false);
var rect = go.AddComponent<RectTransform>();
rect.sizeDelta = new Vector2(400, size * 1.6f);
var tmp = go.AddComponent<TextMeshProUGUI>();
tmp.text = text;
tmp.fontSize = size;
tmp.alignment = TextAlignmentOptions.Center;
tmp.color = Color.white;
return tmp;
}
private static void SetPrivateField(object obj, string fieldName, object value)
{
var field = obj.GetType().GetField(fieldName,
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (field != null)
field.SetValue(obj, value);
else
Debug.LogWarning($"[LobbySceneBuilder] Field not found: {fieldName}");
}
/// <summary>
/// NetworkPrefabHandler의 내부 List<NetworkPrefab>에 리플렉션으로 프리팹을 추가합니다.
/// (Prefabs 프로퍼티가 IReadOnlyList이므로 직접 Add 불가)
/// </summary>
private static void AddNetworkPrefab(NetworkManager nm, GameObject prefab)
{
var handler = nm.NetworkConfig.Prefabs;
var bindingFlags = System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance;
// 타입으로 직접 탐색 (필드명은 NGO 버전마다 다를 수 있음)
System.Collections.Generic.List<NetworkPrefab> list = null;
foreach (var field in handler.GetType().GetFields(bindingFlags))
{
if (field.FieldType == typeof(System.Collections.Generic.List<NetworkPrefab>))
{
list = field.GetValue(handler) as System.Collections.Generic.List<NetworkPrefab>;
if (list != null) break;
}
}
if (list == null)
{
Debug.LogError("[LobbySceneBuilder] Could not find List<NetworkPrefab> on NetworkPrefabHandler via reflection.");
return;
}
list.Add(new NetworkPrefab { Prefab = prefab });
EditorUtility.SetDirty(nm);
}
private static void AddSceneToBuildSettings(string scenePath, int index)
{
var scenes = EditorBuildSettings.scenes;
foreach (var s in scenes)
if (s.path == scenePath) return; // 이미 등록됨
var newScenes = new EditorBuildSettingsScene[scenes.Length + 1];
// index 위치에 삽입
int insertAt = Mathf.Clamp(index, 0, scenes.Length);
for (int i = 0; i < insertAt; i++)
newScenes[i] = scenes[i];
newScenes[insertAt] = new EditorBuildSettingsScene(scenePath, true);
for (int i = insertAt; i < scenes.Length; i++)
newScenes[i + 1] = scenes[i];
EditorBuildSettings.scenes = newScenes;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 84992c83a100d324c900f515f2f89734

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@@ -0,0 +1,147 @@
using System;
using Unity.Collections;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Colosseum.Network
{
/// <summary>
/// 로비 상태 관리. NetworkBehaviour로 플레이어 목록을 모든 클라이언트에 동기화.
/// NetworkManager가 있는 오브젝트와 별개로 배치하거나 NetworkObject 컴포넌트 필요.
/// </summary>
public class LobbyManager : NetworkBehaviour
{
public static LobbyManager Instance { get; private set; }
[Header("Game Scene")]
[SerializeField] private string gameSceneName = "Test";
// 모든 클라이언트에 동기화되는 플레이어 목록
private NetworkList<LobbyPlayerData> _players;
public event Action OnPlayersChanged;
// ─── 초기화 ───────────────────────────────────────────────
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
_players = new NetworkList<LobbyPlayerData>();
}
public override void OnNetworkSpawn()
{
_players.OnListChanged += _ => OnPlayersChanged?.Invoke();
if (IsServer)
{
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnected;
// 호스트 자신 추가
AddPlayer(NetworkManager.Singleton.LocalClientId);
}
}
public override void OnNetworkDespawn()
{
if (IsServer)
{
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected;
NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnected;
}
}
// ─── 연결 제어 (클라이언트에서 호출) ─────────────────────
/// <summary>호스트 시작</summary>
public void StartHost(string ip, ushort port)
{
SetTransport(ip, port);
NetworkManager.Singleton.StartHost();
}
/// <summary>클라이언트로 접속</summary>
public void StartClient(string ip, ushort port)
{
SetTransport(ip, port);
NetworkManager.Singleton.StartClient();
}
public void Disconnect()
{
NetworkManager.Singleton?.Shutdown();
}
// ─── 플레이어 목록 ────────────────────────────────────────
public int PlayerCount => _players.Count;
public LobbyPlayerData GetPlayer(int index) => _players[index];
private void OnClientConnected(ulong clientId)
{
AddPlayer(clientId);
}
private void OnClientDisconnected(ulong clientId)
{
for (int i = 0; i < _players.Count; i++)
{
if (_players[i].ClientId == clientId)
{
_players.RemoveAt(i);
return;
}
}
}
private void AddPlayer(ulong clientId)
{
_players.Add(new LobbyPlayerData
{
ClientId = clientId,
PlayerName = new FixedString32Bytes($"Player {clientId}"),
IsReady = false
});
}
// ─── 준비 상태 ────────────────────────────────────────────
[Rpc(SendTo.Server)]
public void SetReadyRpc(bool isReady, RpcParams rpcParams = default)
{
ulong clientId = rpcParams.Receive.SenderClientId;
for (int i = 0; i < _players.Count; i++)
{
if (_players[i].ClientId == clientId)
{
var data = _players[i];
data.IsReady = isReady;
_players[i] = data;
return;
}
}
}
// ─── 게임 시작 ────────────────────────────────────────────
/// <summary>호스트만 호출 가능. 모든 플레이어가 준비되어야 활성화 권장.</summary>
public void StartGame()
{
if (!IsHost) return;
NetworkManager.Singleton.SceneManager.LoadScene(gameSceneName, LoadSceneMode.Single);
}
// ─── 유틸 ─────────────────────────────────────────────────
private void SetTransport(string ip, ushort port)
{
var transport = NetworkManager.Singleton?.GetComponent<UnityTransport>();
if (transport != null)
transport.SetConnectionData(ip, port);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8db7d99e81050fd4d8768e2fa31483a0

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@@ -0,0 +1,24 @@
using Unity.Collections;
using Unity.Netcode;
namespace Colosseum.Network
{
public struct LobbyPlayerData : INetworkSerializable, System.IEquatable<LobbyPlayerData>
{
public ulong ClientId;
public FixedString32Bytes PlayerName;
public bool IsReady;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref ClientId);
serializer.SerializeValue(ref PlayerName);
serializer.SerializeValue(ref IsReady);
}
public bool Equals(LobbyPlayerData other) =>
ClientId == other.ClientId &&
PlayerName == other.PlayerName &&
IsReady == other.IsReady;
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b07f5fad09b348b4387a5824c72f802f

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@@ -53,6 +53,7 @@ namespace Colosseum.Player
// 기존 메인 카메라 사용 또는 새로 생성
cameraInstance = Camera.main;
Debug.Log($"[PlayerCamera] Initialize: target={playerTransform?.name}, Camera.main={cameraInstance?.name ?? "NULL"}");
if (cameraInstance == null)
{
var cameraObject = new GameObject("PlayerCamera");

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@@ -7,7 +7,9 @@ using Colosseum.Skills;
namespace Colosseum.Player
{
/// <summary>
/// 3인칭 플레이어 이동 (네트워크 동기화)
/// 서버 권한 이동.
/// - 오너(클라이언트/호스트): 입력 수집 → NetworkVariable에 월드 방향 기록
/// - 서버: NetworkVariable을 읽어 CharacterController 구동 → NetworkTransform으로 동기화
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : NetworkBehaviour
@@ -26,52 +28,68 @@ namespace Colosseum.Player
private CharacterController characterController;
private Vector3 velocity;
private Vector2 moveInput;
private Vector2 moveInput; // 로컬 원시 입력 (IsOwner 전용)
private InputSystem_Actions inputActions;
private bool isJumping;
private bool wasGrounded;
// 클라이언트가 기록, 서버가 소비하는 월드 스페이스 이동 방향
private NetworkVariable<Vector2> netMoveInput = new NetworkVariable<Vector2>(
Vector2.zero,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Owner);
// 적 충돌 차단용
private Vector3 blockedDirection;
private readonly Collider[] overlapBuffer = new Collider[8];
public float CurrentMoveSpeed => moveInput.magnitude * moveSpeed;
public float CurrentMoveSpeed => netMoveInput.Value.magnitude * moveSpeed;
public bool IsGrounded => characterController != null ? characterController.isGrounded : false;
public bool IsJumping => isJumping;
public override void OnNetworkSpawn()
{
if (!IsOwner)
Debug.Log($"[PlayerMovement] LOCAL OnNetworkSpawn: OwnerClientId={OwnerClientId}, IsOwner={IsOwner}, IsServer={IsServer}, LocalClientId={NetworkManager.LocalClientId}");
ReportSpawnRpc(IsOwner, IsServer, IsLocalPlayer, NetworkManager.LocalClientId);
// 서버: 모든 플레이어의 이동 처리 담당
if (IsServer)
{
enabled = false;
return;
characterController = GetComponent<CharacterController>();
characterController.enableOverlapRecovery = false;
if (skillController == null)
skillController = GetComponent<SkillController>();
if (animator == null)
animator = GetComponentInChildren<Animator>();
SetSpawnPosition();
}
characterController = GetComponent<CharacterController>();
// 보스 콜라이더가 겹칠 때 Unity 내부 자동 밀어냄 비활성화.
// 적과의 분리는 EnemyBase.ResolvePlayerOverlap에서 보스 측이 담당.
characterController.enableOverlapRecovery = false;
if (skillController == null)
skillController = GetComponent<SkillController>();
if (animator == null)
animator = GetComponentInChildren<Animator>();
SetSpawnPosition();
InitializeInputActions();
SetupCamera();
// 오너: 입력 및 카메라 초기화
if (IsOwner)
{
InitializeInputActions();
SetupCamera();
}
// 서버도 오너도 아닌 클라이언트: 비활성화
if (!IsOwner && !IsServer)
enabled = false;
}
[Rpc(SendTo.Server)]
private void ReportSpawnRpc(bool isOwner, bool isServer, bool isLocalPlayer, ulong localClientId)
{
Debug.Log($"[PlayerMovement] SPAWN REPORT: OwnerClientId={OwnerClientId}, IsOwner={isOwner}, IsServer={isServer}, IsLocalPlayer={isLocalPlayer}, LocalClientId={localClientId}");
}
private void InitializeInputActions()
{
inputActions = new InputSystem_Actions();
inputActions.Player.Enable();
inputActions.Player.Move.performed += OnMovePerformed;
inputActions.Player.Move.canceled += OnMoveCanceled;
inputActions.Player.Move.canceled += OnMoveCanceled;
inputActions.Player.Jump.performed += OnJumpPerformed;
}
@@ -80,7 +98,7 @@ namespace Colosseum.Player
if (inputActions != null)
{
inputActions.Player.Move.performed -= OnMovePerformed;
inputActions.Player.Move.canceled -= OnMoveCanceled;
inputActions.Player.Move.canceled -= OnMoveCanceled;
inputActions.Player.Jump.performed -= OnJumpPerformed;
inputActions.Player.Disable();
}
@@ -98,7 +116,7 @@ namespace Colosseum.Player
{
inputActions.Player.Enable();
inputActions.Player.Move.performed += OnMovePerformed;
inputActions.Player.Move.canceled += OnMoveCanceled;
inputActions.Player.Move.canceled += OnMoveCanceled;
inputActions.Player.Jump.performed += OnJumpPerformed;
}
}
@@ -121,11 +139,21 @@ namespace Colosseum.Player
}
private void OnMovePerformed(InputAction.CallbackContext context) => moveInput = context.ReadValue<Vector2>();
private void OnMoveCanceled(InputAction.CallbackContext context) => moveInput = Vector2.zero;
private void OnMoveCanceled(InputAction.CallbackContext context) => moveInput = Vector2.zero;
private void OnJumpPerformed(InputAction.CallbackContext context)
{
if (!isJumping && characterController.isGrounded)
if (!IsOwner) return;
JumpRequestRpc();
}
/// <summary>
/// 클라이언트가 점프 요청 → 서버가 검증 후 실행
/// </summary>
[Rpc(SendTo.Server)]
private void JumpRequestRpc()
{
if (!isJumping && characterController != null && characterController.isGrounded)
Jump();
}
@@ -141,26 +169,44 @@ namespace Colosseum.Player
private void Update()
{
if (!IsOwner) return;
// 오너: 카메라 기준 이동 방향을 NetworkVariable에 기록
if (IsOwner)
UpdateNetworkInput();
ApplyGravity();
UpdateBlockedDirection();
Move();
// 서버: NetworkVariable을 읽어 실제 이동 처리
if (IsServer)
{
ApplyGravity();
UpdateBlockedDirection();
Move();
}
}
/// <summary>
/// 매 프레임 주변 적을 능동적으로 감지하여 blockedDirection을 설정합니다.
/// 콜백 기반이 아니므로 보스가 플레이어 쪽으로 밀고 올 때도 즉시 감지합니다.
/// 로컬 입력을 카메라 기준 월드 방향으로 변환해 NetworkVariable에 기록
/// </summary>
private void UpdateNetworkInput()
{
Vector3 dir = new Vector3(moveInput.x, 0f, moveInput.y);
if (dir.sqrMagnitude > 0.001f)
dir = TransformDirectionByCamera(dir).normalized;
Vector2 worldDir = new Vector2(dir.x, dir.z);
if (netMoveInput.Value != worldDir)
netMoveInput.Value = worldDir;
}
/// <summary>
/// 매 프레임 주변 적을 감지하여 blockedDirection 설정 (서버 전용)
/// </summary>
private void UpdateBlockedDirection()
{
blockedDirection = Vector3.zero;
Vector3 center = transform.position + characterController.center;
float radius = characterController.radius + 0.15f;
float halfHeight = Mathf.Max(0f, characterController.height * 0.5f - characterController.radius);
Vector3 center = transform.position + characterController.center;
float radius = characterController.radius + 0.15f;
float halfHeight = Mathf.Max(0f, characterController.height * 0.5f - characterController.radius);
// 레이어 무관하게 NavMeshAgent 유무로 적 식별
int count = Physics.OverlapCapsuleNonAlloc(
center + Vector3.up * halfHeight,
center - Vector3.up * halfHeight,
@@ -193,7 +239,6 @@ namespace Colosseum.Player
{
if (characterController == null) return;
// 스킬 애니메이션 재생 중에는 이동 불가 (루트 모션은 OnAnimatorMove에서 처리)
if (skillController != null && skillController.IsPlayingAnimation)
{
if (!skillController.UsesRootMotion)
@@ -201,11 +246,11 @@ namespace Colosseum.Player
return;
}
Vector3 moveDirection = new Vector3(moveInput.x, 0f, moveInput.y);
moveDirection = TransformDirectionByCamera(moveDirection);
moveDirection.Normalize();
// 클라이언트가 전송한 월드 스페이스 방향 사용
Vector3 moveDirection = new Vector3(netMoveInput.Value.x, 0f, netMoveInput.Value.y);
if (moveDirection.sqrMagnitude > 0.001f)
moveDirection.Normalize();
// 적 방향으로 이동 시도 중이면 수평 이동 전체 취소
if (blockedDirection != Vector3.zero && Vector3.Dot(moveDirection, blockedDirection) > 0f)
moveDirection = Vector3.zero;
@@ -239,27 +284,25 @@ namespace Colosseum.Player
{
if (Camera.main == null) return direction;
Transform cam = Camera.main.transform;
Vector3 forward = new Vector3(cam.forward.x, 0f, cam.forward.z).normalized;
Vector3 right = new Vector3(cam.right.x, 0f, cam.right.z).normalized;
Transform cam = Camera.main.transform;
Vector3 forward = new Vector3(cam.forward.x, 0f, cam.forward.z).normalized;
Vector3 right = new Vector3(cam.right.x, 0f, cam.right.z).normalized;
return right * direction.x + forward * direction.z;
}
/// <summary>
/// 루트 모션 처리. 스킬 애니메이션 중 애니메이션의 이동/회전 데이터를 적용합니다.
/// 적 방향으로의 이동은 취소합니다.
/// 루트 모션 처리 (서버 전용 — NetworkTransform으로 동기화)
/// </summary>
private void OnAnimatorMove()
{
if (!IsOwner) return;
if (!IsServer) return;
if (animator == null || characterController == null) return;
if (skillController == null || !skillController.IsPlayingAnimation) return;
if (!skillController.UsesRootMotion) return;
Vector3 deltaPosition = animator.deltaPosition;
// 적 방향으로 루트 모션이 향하면 수평 이동 취소
if (blockedDirection != Vector3.zero)
{
Vector3 deltaXZ = new Vector3(deltaPosition.x, 0f, deltaPosition.z);

View File

@@ -1,5 +1,6 @@
using UnityEngine;
using System.Collections.Generic;
using Unity.Netcode;
namespace Colosseum.Skills
{
@@ -7,7 +8,7 @@ namespace Colosseum.Skills
/// 스킬 실행을 관리하는 컴포넌트.
/// 애니메이션 이벤트 기반으로 효과가 발동됩니다.
/// </summary>
public class SkillController : MonoBehaviour
public class SkillController : NetworkBehaviour
{
private const string SKILL_STATE_NAME = "Skill";
private const string END_STATE_NAME = "SkillEnd";
@@ -19,6 +20,10 @@ namespace Colosseum.Skills
[Tooltip("Skill 상태에 연결된 기본 클립 (Override용)")]
[SerializeField] private AnimationClip baseSkillClip;
[Header("네트워크 동기화")]
[Tooltip("이 SkillController가 사용하는 모든 스킬/엔드 클립 (순서대로 인덱스 부여). 서버→클라이언트 클립 동기화에 사용됩니다.")]
[SerializeField] private List<AnimationClip> registeredClips = new();
[Header("설정")]
[SerializeField] private bool debugMode = false;
[Tooltip("공격 범위 시각화 (Scene 뷰에서 확인)")]
@@ -34,6 +39,7 @@ namespace Colosseum.Skills
// 쿨타임 추적
private Dictionary<SkillData, float> cooldownTracker = new Dictionary<SkillData, float>();
public bool IsExecutingSkill => currentSkill != null && !skillEndRequested;
public bool IsPlayingAnimation => currentSkill != null;
public bool UsesRootMotion => currentSkill != null && currentSkill.UseRootMotion;
@@ -55,6 +61,7 @@ namespace Colosseum.Skills
}
}
private void Update()
{
if (currentSkill == null || animator == null) return;
@@ -166,6 +173,10 @@ namespace Colosseum.Skills
animator.Rebind();
animator.Update(0f);
animator.Play(SKILL_STATE_NAME, 0, 0f);
// 클라이언트에 클립 동기화
if (IsServer && IsSpawned)
PlaySkillClipClientRpc(registeredClips.IndexOf(clip));
}
/// <summary>
@@ -187,6 +198,10 @@ namespace Colosseum.Skills
animator.Rebind();
animator.Update(0f);
animator.Play(SKILL_STATE_NAME, 0, 0f);
// 클라이언트에 클립 동기화
if (IsServer && IsSpawned)
PlaySkillClipClientRpc(registeredClips.IndexOf(clip));
}
/// <summary>
@@ -198,6 +213,41 @@ namespace Colosseum.Skills
{
animator.runtimeAnimatorController = baseController;
}
// 클라이언트에 복원 동기화
if (IsServer && IsSpawned)
RestoreBaseControllerClientRpc();
}
/// <summary>
/// 클라이언트: override 컨트롤러 적용 + 스킬 상태 재생 (원자적 실행으로 타이밍 문제 해결)
/// </summary>
[Rpc(SendTo.NotServer)]
private void PlaySkillClipClientRpc(int clipIndex)
{
if (baseSkillClip == null || animator == null || baseController == null) return;
if (clipIndex < 0 || clipIndex >= registeredClips.Count || registeredClips[clipIndex] == null)
{
if (debugMode) Debug.LogWarning($"[SkillController] Clip index {clipIndex} not found in registeredClips. Add it to sync to clients.");
return;
}
var overrideController = new AnimatorOverrideController(baseController);
overrideController[baseSkillClip] = registeredClips[clipIndex];
animator.runtimeAnimatorController = overrideController;
animator.Rebind();
animator.Update(0f);
animator.Play(SKILL_STATE_NAME, 0, 0f);
}
/// <summary>
/// 클라이언트: 기본 컨트롤러 복원
/// </summary>
[Rpc(SendTo.NotServer)]
private void RestoreBaseControllerClientRpc()
{
if (animator != null && baseController != null)
animator.runtimeAnimatorController = baseController;
}
/// <summary>
@@ -206,6 +256,8 @@ namespace Colosseum.Skills
/// </summary>
public void OnEffect(int index)
{
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer) return;
if (currentSkill == null)
{
if (debugMode) Debug.LogWarning("[Effect] No skill executing");
@@ -246,6 +298,8 @@ namespace Colosseum.Skills
/// </summary>
public void OnSkillEnd()
{
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer) return;
if (currentSkill == null)
{
if (debugMode) Debug.LogWarning("[SkillEnd] No skill executing");

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@@ -0,0 +1,231 @@
using System.Collections.Generic;
using Colosseum.Network;
using TMPro;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.UI;
namespace Colosseum.UI
{
/// <summary>
/// 로비 씬 UI 제어.
/// 두 패널 구조:
/// connectPanel — IP/포트 입력 후 Host 또는 Join
/// lobbyPanel — 대기실 (플레이어 목록, 준비, 게임 시작)
/// </summary>
public class LobbyUI : MonoBehaviour
{
// ─── Connect Panel ────────────────────────────────────────
[Header("Connect Panel")]
[SerializeField] private GameObject connectPanel;
[SerializeField] private TMP_InputField ipInput;
[SerializeField] private TMP_InputField portInput;
[SerializeField] private Button hostButton;
[SerializeField] private Button joinButton;
[SerializeField] private TextMeshProUGUI connectStatusText;
// ─── Lobby Panel ──────────────────────────────────────────
[Header("Lobby Panel")]
[SerializeField] private GameObject lobbyPanel;
[SerializeField] private Transform playerListParent;
[SerializeField] private GameObject playerSlotPrefab; // TextMeshProUGUI 하나 포함
[SerializeField] private Button readyButton;
[SerializeField] private Button startButton; // 호스트만 표시
[SerializeField] private Button disconnectButton;
// ─── 내부 ─────────────────────────────────────────────────
private readonly List<GameObject> _slots = new();
private bool _isReady;
// ─── 초기화 ───────────────────────────────────────────────
private void Start()
{
ipInput.text = "127.0.0.1";
portInput.text = "7777";
hostButton.onClick.AddListener(OnHostClicked);
joinButton.onClick.AddListener(OnJoinClicked);
readyButton.onClick.AddListener(OnReadyClicked);
startButton.onClick.AddListener(OnStartClicked);
disconnectButton.onClick.AddListener(OnDisconnectClicked);
ShowConnectPanel();
}
private void OnEnable()
{
if (NetworkManager.Singleton == null) return;
NetworkManager.Singleton.OnClientConnectedCallback += OnConnectionEvent;
NetworkManager.Singleton.OnClientDisconnectCallback += OnConnectionEvent;
}
private void OnDisable()
{
if (NetworkManager.Singleton != null)
{
NetworkManager.Singleton.OnClientConnectedCallback -= OnConnectionEvent;
NetworkManager.Singleton.OnClientDisconnectCallback -= OnConnectionEvent;
}
}
// ─── Connect Panel 버튼 ───────────────────────────────────
private void OnHostClicked()
{
if (!TryGetAddress(out string ip, out ushort port)) return;
LobbyManager.Instance.StartHost(ip, port);
LobbyManager.Instance.OnPlayersChanged += RefreshPlayerList;
ShowLobbyPanel();
}
private void OnJoinClicked()
{
if (!TryGetAddress(out string ip, out ushort port)) return;
SetConnectStatus("Connecting...");
joinButton.interactable = false;
hostButton.interactable = false;
LobbyManager.Instance.StartClient(ip, port);
// 연결 성공/실패 대기
NetworkManager.Singleton.OnClientConnectedCallback += OnJoinSuccess;
NetworkManager.Singleton.OnTransportFailure += OnJoinFailed;
}
private void OnJoinSuccess(ulong clientId)
{
if (clientId != NetworkManager.Singleton.LocalClientId) return;
NetworkManager.Singleton.OnClientConnectedCallback -= OnJoinSuccess;
NetworkManager.Singleton.OnTransportFailure -= OnJoinFailed;
LobbyManager.Instance.OnPlayersChanged += RefreshPlayerList;
ShowLobbyPanel();
}
private void OnJoinFailed()
{
NetworkManager.Singleton.OnClientConnectedCallback -= OnJoinSuccess;
NetworkManager.Singleton.OnTransportFailure -= OnJoinFailed;
SetConnectStatus("Connection failed. Check IP/Port.");
joinButton.interactable = true;
hostButton.interactable = true;
}
// ─── Lobby Panel 버튼 ─────────────────────────────────────
private void OnReadyClicked()
{
_isReady = !_isReady;
LobbyManager.Instance.SetReadyRpc(_isReady);
readyButton.GetComponentInChildren<TextMeshProUGUI>().text =
_isReady ? "Ready!" : "Ready";
}
private void OnStartClicked()
{
LobbyManager.Instance.StartGame();
}
private void OnDisconnectClicked()
{
LobbyManager.Instance.OnPlayersChanged -= RefreshPlayerList;
LobbyManager.Instance.Disconnect();
_isReady = false;
ShowConnectPanel();
}
// ─── 패널 전환 ────────────────────────────────────────────
private void ShowConnectPanel()
{
connectPanel.SetActive(true);
lobbyPanel.SetActive(false);
SetConnectStatus("");
hostButton.interactable = true;
joinButton.interactable = true;
}
private void ShowLobbyPanel()
{
connectPanel.SetActive(false);
lobbyPanel.SetActive(true);
bool isHost = NetworkManager.Singleton.IsHost;
startButton.gameObject.SetActive(isHost);
readyButton.gameObject.SetActive(!isHost);
RefreshPlayerList();
}
// ─── 플레이어 목록 갱신 ───────────────────────────────────
private void OnConnectionEvent(ulong _) => RefreshPlayerList();
private void RefreshPlayerList()
{
if (LobbyManager.Instance == null) return;
// 슬롯 수 맞추기
int count = LobbyManager.Instance.PlayerCount;
while (_slots.Count < count)
{
var slot = Instantiate(playerSlotPrefab, playerListParent);
_slots.Add(slot);
}
while (_slots.Count > count)
{
Destroy(_slots[^1]);
_slots.RemoveAt(_slots.Count - 1);
}
for (int i = 0; i < count; i++)
{
var data = LobbyManager.Instance.GetPlayer(i);
var label = _slots[i].GetComponentInChildren<TextMeshProUGUI>();
if (label != null)
label.text = $"{data.PlayerName} {(data.IsReady ? "[Ready]" : "")}";
}
// 호스트: 모두 준비됐을 때만 시작 활성화
if (NetworkManager.Singleton.IsHost)
{
bool allReady = AllPlayersReady();
startButton.interactable = allReady && count >= 1;
}
}
private bool AllPlayersReady()
{
if (LobbyManager.Instance == null) return false;
int count = LobbyManager.Instance.PlayerCount;
for (int i = 0; i < count; i++)
{
// 호스트 본인은 준비 체크 면제
if (LobbyManager.Instance.GetPlayer(i).ClientId ==
NetworkManager.Singleton.LocalClientId) continue;
if (!LobbyManager.Instance.GetPlayer(i).IsReady) return false;
}
return count > 0;
}
// ─── 유틸 ─────────────────────────────────────────────────
private bool TryGetAddress(out string ip, out ushort port)
{
ip = ipInput.text.Trim();
if (string.IsNullOrEmpty(ip)) ip = "127.0.0.1";
if (!ushort.TryParse(portInput.text.Trim(), out port))
{
port = 7777;
SetConnectStatus("Invalid port number.");
return false;
}
return true;
}
private void SetConnectStatus(string msg)
{
if (connectStatusText != null)
connectStatusText.text = msg;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fa0ac7df4e465a4458e7d7dcc073d648

View File

@@ -34,6 +34,10 @@ namespace Colosseum.Weapons
[Tooltip("시작 무기 (선택)")]
[SerializeField] private WeaponData startingWeapon;
[Header("네트워크 동기화")]
[Tooltip("이 장착 시스템이 사용하는 모든 WeaponData 목록. 서버→클라이언트 무기 동기화에 사용됩니다.")]
[SerializeField] private System.Collections.Generic.List<WeaponData> registeredWeapons = new();
// 캐싱된 소켓 Transform들
private Transform rightHandSocket;
private Transform leftHandSocket;
@@ -51,7 +55,7 @@ namespace Colosseum.Weapons
private readonly System.Collections.Generic.Dictionary<StatType, StatModifier> activeModifiers
= new System.Collections.Generic.Dictionary<StatType, StatModifier>();
// 무기 장착 상태 동기화
// 무기 장착 상태 동기화 (registeredWeapons 인덱스, -1 = 없음)
private NetworkVariable<int> equippedWeaponId = new NetworkVariable<int>(-1);
public WeaponData CurrentWeapon => currentWeapon;
@@ -81,14 +85,17 @@ namespace Colosseum.Weapons
public override void OnNetworkSpawn()
{
// 네트워크 변수 변경 콜백
equippedWeaponId.OnValueChanged += HandleEquippedWeaponChanged;
// 서버에서 시작 무기 장착
if (IsServer && startingWeapon != null)
{
EquipWeapon(startingWeapon);
}
else if (!IsServer && equippedWeaponId.Value >= 0)
{
// 늦게 접속한 클라이언트: 현재 장착된 무기 시각화
SpawnWeaponVisualsLocal(equippedWeaponId.Value);
}
}
public override void OnNetworkDespawn()
@@ -150,14 +157,12 @@ namespace Colosseum.Weapons
private void HandleEquippedWeaponChanged(int oldValue, int newValue)
{
// -1이면 무기 해제, 그 외에는 무기 장착됨
// (GetInstanceID()는 음수를 반환할 수 있으므로 >= 0 체크 사용 불가)
if (IsServer) return; // 서버는 EquipWeapon/UnequipWeapon에서 직접 처리
if (newValue == -1)
{
UnequipWeaponInternal();
}
// 클라이언트에서는 서버에서 이미 장착된 무기 정보를 받아야 함
// TODO: WeaponDatabase에서 ID로 WeaponData 조회
else
SpawnWeaponVisualsLocal(newValue);
}
@@ -192,8 +197,10 @@ namespace Colosseum.Weapons
// 무기 외형 생성 및 부착
SpawnWeaponVisuals(weapon);
// 네트워크 동기화 (간단한 ID 사용, 실제로는 WeaponDatabase 필요)
equippedWeaponId.Value = weapon.GetInstanceID();
// registeredWeapons 인덱스로 동기화
equippedWeaponId.Value = registeredWeapons.IndexOf(weapon);
if (equippedWeaponId.Value < 0)
Debug.LogWarning($"[WeaponEquipment] '{weapon.WeaponName}' is not in registeredWeapons. Add it to sync to clients.");
// 이벤트 발생
OnWeaponEquipped?.Invoke(weapon);
@@ -236,12 +243,10 @@ namespace Colosseum.Weapons
/// </summary>
private void UnequipWeaponInternal()
{
if (currentWeapon == null) return;
if (currentWeaponInstance == null && currentWeapon == null) return;
WeaponData previousWeapon = currentWeapon;
RemoveStatBonuses();
DespawnWeaponVisuals();
currentWeapon = null;
DespawnWeaponVisualsLocal();
OnWeaponUnequipped?.Invoke(previousWeapon);
}
@@ -294,13 +299,12 @@ namespace Colosseum.Weapons
}
/// <summary>
/// 무기 외형 생성 및 부착
/// 무기 외형 생성 및 부착 (서버)
/// </summary>
private void SpawnWeaponVisuals(WeaponData weapon)
{
if (weapon == null || weapon.WeaponPrefab == null) return;
// 적절한 소켓 찾기
Transform socket = GetSocketForSlot(weapon.WeaponSlot);
if (socket == null)
{
@@ -308,59 +312,63 @@ namespace Colosseum.Weapons
return;
}
// 무기 인스턴스 생성
currentWeaponInstance = Instantiate(weapon.WeaponPrefab, socket);
currentWeaponInstance.transform.localPosition = weapon.PositionOffset;
currentWeaponInstance.transform.localRotation = Quaternion.Euler(weapon.RotationOffset);
// 소켓 스케일 보정 (부모 스케일이 작은 경우 무기도 작아지는 문제 해결)
Vector3 scaleCompensation = new Vector3(
socket.lossyScale.x != 0 ? 1f / socket.lossyScale.x : 1f,
socket.lossyScale.y != 0 ? 1f / socket.lossyScale.y : 1f,
socket.lossyScale.z != 0 ? 1f / socket.lossyScale.z : 1f
);
currentWeaponInstance.transform.localScale = Vector3.Scale(weapon.Scale, scaleCompensation);
currentWeaponInstance = Instantiate(weapon.WeaponPrefab, socket);
currentWeaponInstance.transform.localPosition = weapon.PositionOffset;
currentWeaponInstance.transform.localRotation = Quaternion.Euler(weapon.RotationOffset);
currentWeaponInstance.transform.localScale = weapon.Scale;
// 디버그: 스케일 정보 출력
Debug.Log($"[WeaponEquipment] Weapon instantiated - LocalScale: {currentWeaponInstance.transform.localScale}, LossyScale: {currentWeaponInstance.transform.lossyScale}");
Debug.Log($"[WeaponEquipment] Socket: {socket.name}, Socket scale: {socket.lossyScale}");
Debug.Log($"[WeaponEquipment] Position offset: {weapon.PositionOffset}, Rotation offset: {weapon.RotationOffset}");
// 네트워크 동기화를 위해 Spawn (서버에서만)
if (IsServer && currentWeaponInstance.TryGetComponent<NetworkObject>(out var networkObject))
{
networkObject.Spawn(true);
}
Debug.Log($"[WeaponEquipment] Spawned weapon visual: {weapon.WeaponName}");
}
/// <summary>
/// 무기 외형 제거
/// 클라이언트: registeredWeapons 인덱스로 무기 외형 생성
/// </summary>
private void SpawnWeaponVisualsLocal(int weaponIndex)
{
if (weaponIndex < 0 || weaponIndex >= registeredWeapons.Count || registeredWeapons[weaponIndex] == null)
{
Debug.LogWarning($"[WeaponEquipment] Weapon index {weaponIndex} not found in registeredWeapons.");
return;
}
var weapon = registeredWeapons[weaponIndex];
if (weapon.WeaponPrefab == null) return;
DespawnWeaponVisualsLocal();
Transform socket = GetSocketForSlot(weapon.WeaponSlot);
if (socket == null)
{
Debug.LogWarning($"[WeaponEquipment] No socket found for slot: {weapon.WeaponSlot}");
return;
}
currentWeaponInstance = Instantiate(weapon.WeaponPrefab, socket);
currentWeaponInstance.transform.localPosition = weapon.PositionOffset;
currentWeaponInstance.transform.localRotation = Quaternion.Euler(weapon.RotationOffset);
currentWeaponInstance.transform.localScale = weapon.Scale;
currentWeapon = weapon;
}
/// <summary>
/// 무기 외형 제거 (서버)
/// </summary>
private void DespawnWeaponVisuals()
{
if (currentWeaponInstance == null) return;
// 네트워크 Object면 Despawn
if (currentWeaponInstance.TryGetComponent<NetworkObject>(out var networkObject) && networkObject.IsSpawned)
{
if (IsServer)
{
networkObject.Despawn(true);
}
}
else
{
Destroy(currentWeaponInstance);
}
Destroy(currentWeaponInstance);
currentWeaponInstance = null;
Debug.Log("[WeaponEquipment] Despawned weapon visual");
}
/// <summary>
/// 무기 외형 제거 (클라이언트)
/// </summary>
private void DespawnWeaponVisualsLocal()
{
if (currentWeaponInstance == null) return;
Destroy(currentWeaponInstance);
currentWeaponInstance = null;
currentWeapon = null;
}
/// <summary>