Files
Colosseum/Assets/_Game/Scripts/UI/ConnectionUI.cs
dal4segno e863d108da feat: 플레이어 행동 상태 통합 및 이상상태 디버그 추가
- PlayerActionState로 이동, 점프, 스킬 입력 가능 여부를 통합
- 기절과 침묵 이상상태 데이터 및 효과 에셋을 추가
- 로컬 플레이어용 이상상태 디버그 HUD와 자동 검증 러너를 추가
- 플레이어 이동, 스킬 입력, 네트워크 상태를 새 행동 상태 기준으로 정리
2026-03-19 18:21:39 +09:00

112 lines
3.2 KiB
C#

using UnityEngine;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
namespace Colosseum.UI
{
/// <summary>
/// 네트워크 연결 설정 (Inspector에서 제어)
/// </summary>
public class ConnectionUI : MonoBehaviour
{
[Header("Connection Settings")]
[SerializeField] private string ipAddress = "127.0.0.1";
[SerializeField] private ushort port = 7777;
[Header("Editor Test")]
[Tooltip("에디터 Play Mode 진입 시 자동으로 Host를 시작합니다")]
[SerializeField] private bool autoStartHostInEditor = false;
[Header("Status (Read Only)")]
[SerializeField, Tooltip("현재 연결 상태")] private string connectionStatus = "Disconnected";
private UnityTransport transport;
private void Awake()
{
transport = NetworkManager.Singleton?.GetComponent<UnityTransport>();
}
private void Start()
{
UpdateTransportSettings();
#if UNITY_EDITOR
if (autoStartHostInEditor && NetworkManager.Singleton != null && !NetworkManager.Singleton.IsListening)
{
StartHost();
}
#endif
}
private void Update()
{
UpdateConnectionStatus();
}
private void UpdateConnectionStatus()
{
if (NetworkManager.Singleton == null)
{
connectionStatus = "No NetworkManager";
return;
}
if (NetworkManager.Singleton.IsServer && NetworkManager.Singleton.IsHost)
connectionStatus = "Host";
else if (NetworkManager.Singleton.IsServer)
connectionStatus = "Server";
else if (NetworkManager.Singleton.IsClient)
connectionStatus = NetworkManager.Singleton.IsConnectedClient ? "Connected" : "Connecting...";
else
connectionStatus = "Disconnected";
}
public void StartHost()
{
UpdateTransportSettings();
NetworkManager.Singleton.StartHost();
Debug.Log("[Network] Started as Host");
}
public void StartClient()
{
UpdateTransportSettings();
NetworkManager.Singleton.StartClient();
Debug.Log($"[Network] Connecting to {ipAddress}:{port}...");
}
public void StartServer()
{
UpdateTransportSettings();
NetworkManager.Singleton.StartServer();
Debug.Log("[Network] Started as Server");
}
public void Disconnect()
{
if (NetworkManager.Singleton != null)
{
NetworkManager.Singleton.Shutdown();
Debug.Log("[Network] Disconnected");
}
}
private void UpdateTransportSettings()
{
if (transport != null)
{
transport.SetConnectionData(ipAddress, port);
}
}
private void OnValidate()
{
if (Application.isPlaying && transport != null)
{
UpdateTransportSettings();
}
}
}
}