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

View File

@@ -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;
}
}
}