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 +1,5 @@
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.InputSystem;
using System.Collections.Generic;
@@ -19,17 +20,23 @@ namespace Northbound
private PlayerInputActions _inputActions;
private Dictionary<string, IAction> _actions = new Dictionary<string, IAction>();
private Animator _animator;
private NetworkAnimator _networkAnimator;
private NetworkPlayerController _networkPlayerController;
// 로컬 플레이어인지 확인
private bool IsLocalPlayer => _networkPlayerController != null && _networkPlayerController.IsLocalPlayer;
private ulong LocalPlayerId => _networkPlayerController != null ? _networkPlayerController.OwnerPlayerId : OwnerClientId;
private void Awake()
{
_animator = GetComponent<Animator>();
_networkAnimator = GetComponent<NetworkAnimator>();
_networkPlayerController = GetComponent<NetworkPlayerController>();
}
public override void OnNetworkSpawn()
{
if (!IsOwner) return;
// 액션 컴포넌트들을 딕셔너리에 등록
// 액션 컴포넌트들을 딕셔너리에 등록 (모든 클라이언트에서)
foreach (var component in actionComponents)
{
if (component is IAction action)
@@ -38,15 +45,39 @@ namespace Northbound
}
}
// _ownerPlayerId 변경 이벤트 구독
if (_networkPlayerController != null)
{
_networkPlayerController.OnOwnerChanged += OnOwnerPlayerIdChanged;
}
// 이미 로컬 플레이어면 입력 초기화
TryInitializeInput();
}
private void OnOwnerPlayerIdChanged(ulong newOwnerId)
{
TryInitializeInput();
}
private void TryInitializeInput()
{
if (!IsLocalPlayer) return;
if (_inputActions != null) return;
_inputActions = new PlayerInputActions();
_inputActions.Player.Attack.performed += OnAttack;
// 다른 액션들도 여기에 바인딩
_inputActions.Enable();
}
public override void OnNetworkDespawn()
{
if (IsOwner && _inputActions != null)
if (_networkPlayerController != null)
{
_networkPlayerController.OnOwnerChanged -= OnOwnerPlayerIdChanged;
}
if (_inputActions != null)
{
_inputActions.Player.Attack.performed -= OnAttack;
_inputActions.Disable();
@@ -63,23 +94,30 @@ namespace Northbound
{
if (_actions.TryGetValue(actionName, out IAction action))
{
if (action.CanExecute(OwnerClientId))
if (action.CanExecute(LocalPlayerId))
{
// 애니메이션 재생 (액션 실행 전)
if (playAnimations && _animator != null)
string animTrigger = action.GetActionAnimation();
// 서버에서 애니메이션 실행 (동기화를 위해)
if (playAnimations && !string.IsNullOrEmpty(animTrigger))
{
string animTrigger = action.GetActionAnimation();
if (!string.IsNullOrEmpty(animTrigger))
{
_animator.SetTrigger(animTrigger);
}
PlayAnimationServerRpc(animTrigger);
}
action.Execute(OwnerClientId);
action.Execute(LocalPlayerId);
}
}
}
[Rpc(SendTo.Server)]
private void PlayAnimationServerRpc(string animTrigger)
{
if (_networkAnimator != null && !string.IsNullOrEmpty(animTrigger))
{
_networkAnimator.SetTrigger(animTrigger);
}
}
override public void OnDestroy()
{
if (_inputActions != null)