모든 네트워크 오브젝트의 소유권을 서버가 갖도록 함

Distributable -> None
관련 사이드 이펙트로 인한 버그 수정
This commit is contained in:
2026-02-18 02:18:42 +09:00
parent da8c87d082
commit 4ffbbb0aff
10 changed files with 388 additions and 129 deletions

View File

@@ -1,4 +1,6 @@
using System;
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Cinemachine;
@@ -20,6 +22,13 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
[SerializeField] private GameObject damageEffectPrefab;
[SerializeField] private GameObject deathEffectPrefab;
// 이 플레이어를 제어하는 클라이언트 ID (서버 소유권이지만 논리적 소유자)
private NetworkVariable<ulong> _ownerPlayerId = new NetworkVariable<ulong>(
ulong.MaxValue,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
private NetworkVariable<TeamType> _team = new NetworkVariable<TeamType>(
TeamType.Player,
NetworkVariableReadPermission.Everyone,
@@ -36,11 +45,21 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
private CharacterController _controller;
private PlayerInputActions _inputActions;
private Animator _animator;
private NetworkAnimator _networkAnimator;
// 이 플레이어가 로컬 플레이어인지 확인
public bool IsLocalPlayer => _ownerPlayerId.Value == NetworkManager.Singleton.LocalClientId;
public ulong OwnerPlayerId => _ownerPlayerId.Value;
// 소유자 변경 이벤트
public event Action<ulong> OnOwnerChanged;
void Awake()
{
_controller = GetComponent<CharacterController>();
_animator = GetComponent<Animator>();
_networkAnimator = GetComponent<NetworkAnimator>();
}
public override void OnNetworkSpawn()
@@ -61,28 +80,52 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
}
}
// 체력 변경 이벤트 구독
// 이벤트 구독
_currentHealth.OnValueChanged += OnHealthChanged;
_ownerPlayerId.OnValueChanged += OnOwnerPlayerIdChanged;
if (!IsOwner) return;
// 이미 로컬 플레이어로 설정되어 있으면 입력 초기화
TryInitializeLocalPlayer();
}
var vcam = GameObject.FindFirstObjectByType<CinemachineCamera>();
private void OnOwnerPlayerIdChanged(ulong previousValue, ulong newValue)
{
OnOwnerChanged?.Invoke(newValue);
TryInitializeLocalPlayer();
}
if (vcam != null)
{
vcam.Follow = transform;
vcam.LookAt = transform;
}
private void TryInitializeLocalPlayer()
{
if (!IsLocalPlayer) return;
if (_inputActions != null) return; // 이미 초기화됨
var vcam = GameObject.FindFirstObjectByType<CinemachineCamera>();
if (vcam != null)
{
vcam.Follow = transform;
vcam.LookAt = transform;
}
_inputActions = new PlayerInputActions();
_inputActions.Enable();
}
/// <summary>
/// 플레이어 초기화 (서버에서 호출)
/// </summary>
public void Initialize(ulong ownerPlayerId)
{
if (!IsServer) return;
_ownerPlayerId.Value = ownerPlayerId;
}
public override void OnNetworkDespawn()
{
_currentHealth.OnValueChanged -= OnHealthChanged;
_ownerPlayerId.OnValueChanged -= OnOwnerPlayerIdChanged;
if (IsOwner && _inputActions != null)
if (IsLocalPlayer && _inputActions != null)
{
_inputActions.Disable();
}
@@ -92,7 +135,11 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
void Update()
{
if (!IsOwner) return;
// 로컬 플레이어만 입력 처리
if (!IsLocalPlayer) return;
// 입력 시스템이 초기화되지 않았으면 스킵
if (_inputActions == null) return;
// 죽었으면 이동 불가
if (_currentHealth.Value <= 0) return;
@@ -106,16 +153,30 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
if (isActionBlocked)
{
// 이동 불가 시 애니메이션 속도를 0으로
if (_animator != null)
{
_animator.SetFloat("MoveSpeed", 0f);
}
// 서버에 이동 중지 알림 (애니메이션 포함)
MoveServerRpc(Vector2.zero);
return;
}
_moveInput = _inputActions.Player.Move.ReadValue<Vector2>();
Vector3 move = new Vector3(_moveInput.x, 0, _moveInput.y).normalized;
// 서버에 이동 요청 전송 (애니메이션 포함)
MoveServerRpc(_moveInput);
}
[Rpc(SendTo.Server)]
private void MoveServerRpc(Vector2 moveInput)
{
// 죽었으면 이동 불가
if (_currentHealth.Value <= 0) return;
Vector3 move = new Vector3(moveInput.x, 0, moveInput.y).normalized;
// NetworkAnimator로 애니메이션 동기화
if (_networkAnimator != null)
{
_networkAnimator.Animator.SetFloat("MoveSpeed", move.magnitude);
}
if (move.magnitude >= 0.1f)
{
@@ -127,11 +188,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
_controller.Move(move * moveSpeed * Time.deltaTime);
}
}
if (_animator != null)
{
_animator.SetFloat("MoveSpeed", move.magnitude);
}
}
#region ITeamMember Implementation
@@ -149,7 +205,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
#endregion
#region IDamageable Implementation
public void TakeDamage(int damage, ulong attackerId)
{
if (!IsServer) return;
@@ -184,17 +239,17 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
}
}
private void Die(ulong killerId)
{
if (!IsServer) return;
private void Die(ulong killerId)
{
if (!IsServer) return;
// 사망 이펙트
// 사망 이펙트
ShowDeathEffectClientRpc();
// 애니메이션 (있는 경우)
if (_animator != null)
// 애니메이션 - NetworkAnimator로 동기화
if (_networkAnimator != null)
{
_animator.SetTrigger("Die");
_networkAnimator.SetTrigger("Die");
}
// 일정 시간 후 리스폰 또는 디스폰
@@ -205,8 +260,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
{
if (!IsServer) return;
// 여기서 리스폰 로직을 추가하거나 게임 오버 처리
// 예: 리스폰 위치로 이동 및 체력 회복
Respawn();
}
@@ -217,16 +270,20 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
// 체력 회복
_currentHealth.Value = maxHealth;
// 스폰 포인트로 이동 (PlayerSpawnPoint 활용)
// 스폰 포인트로 이동
var spawnPoints = FindObjectsByType<PlayerSpawnPoint>(FindObjectsSortMode.None);
if (spawnPoints.Length > 0)
{
var spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
var spawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
transform.position = spawnPoint.transform.position;
transform.rotation = spawnPoint.transform.rotation;
}
_animator.SetTrigger("Revive");
// NetworkAnimator로 애니메이션 동기화
if (_networkAnimator != null)
{
_networkAnimator.SetTrigger("Revive");
}
}
[ClientRpc]
@@ -253,32 +310,17 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
#region Health Management
/// <summary>
/// 현재 체력
/// </summary>
public int GetCurrentHealth() => _currentHealth.Value;
/// <summary>
/// 최대 체력
/// </summary>
public int GetMaxHealth() => maxHealth;
/// <summary>
/// 체력 비율 (0.0 ~ 1.0)
/// </summary>
public float GetHealthPercentage()
{
return maxHealth > 0 ? (float)_currentHealth.Value / maxHealth : 0f;
}
/// <summary>
/// 죽었는지 여부
/// </summary>
public bool IsDead() => _currentHealth.Value <= 0;
/// <summary>
/// 체력 회복
/// </summary>
public void Heal(int amount)
{
if (!IsServer) return;
@@ -289,10 +331,7 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
private void OnHealthChanged(int previousValue, int newValue)
{
// 체력바 UI 업데이트 또는 체력 변경 시각 효과
// 클라이언트에서도 체력 변경 인지 가능
if (IsOwner)
if (IsLocalPlayer)
{
// UI 업데이트 등
}