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Debug.Log($"Swap request received from Player {initiatingPlayerId}. Press 'L' to confirm."); + + // Notify all clients except the server, filtered by target + ShowSwapConfirmationPanelClientRpc(); + + Debug.Log($"Swap request received from Player {initiatingPlayerId}. Waiting for confirmation."); } + [Rpc(SendTo.Server, RequireOwnership = false)] - public void NotifySwapConfirmedRpc(ulong targetPlayerId) + public void NotifySwapDecisionRpc(bool isAccepted) { - Debug.Log($"Swap request confirmed by Player {targetPlayerId}."); + if (!PendingSwapRequest.HasValue) return; + + ulong initiatingPlayerId = PendingSwapRequest.Value; + + if (isAccepted) + { + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(initiatingPlayerId, out var initiatingPlayerObj) && + initiatingPlayerObj.TryGetComponent(out ServerCharacter initiatingPlayer)) + { + Vector3 initiatingPlayerPosition = initiatingPlayer.physicsWrapper.Transform.position; + Vector3 targetPlayerPosition = this.physicsWrapper.Transform.position; + + // Execute the swap + initiatingPlayer.ServerSendCharacterInputRpc(targetPlayerPosition); + this.ServerSendCharacterInputRpc(initiatingPlayerPosition); + + Debug.Log($"Swap confirmed: {initiatingPlayer.name} swapped with {this.name}."); + } + } + else + { + Debug.Log($"Swap request denied by {this.name}."); + } + + // Clear pending request + PendingSwapRequest = null; } diff --git a/Assets/Scripts/Gameplay/SwapConfirmationPanel.cs b/Assets/Scripts/Gameplay/SwapConfirmationPanel.cs new file mode 100644 index 0000000..deecc40 --- /dev/null +++ b/Assets/Scripts/Gameplay/SwapConfirmationPanel.cs @@ -0,0 +1,41 @@ +using System.Collections; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.UI; + +public class SwapConfirmationPanel : MonoBehaviour +{ + [SerializeField] private GameObject confirmationPanel; + private ServerCharacter associatedCharacter; // Reference to the correct ServerCharacter instance + + public void ShowPanel(ServerCharacter character) + { + associatedCharacter = character; // Set the associated character + confirmationPanel.SetActive(true); + } + + public void OnAcceptButtonPressed() + { + SendDecisionToServer(true); + } + + public void OnDeclineButtonPressed() + { + SendDecisionToServer(false); + } + + private void SendDecisionToServer(bool isAccepted) + { + if (associatedCharacter != null) + { + associatedCharacter.NotifySwapDecisionRpc(isAccepted); + } + else + { + Debug.LogError("No associated ServerCharacter found for this swap decision!"); + } + confirmationPanel.SetActive(false); + } +} diff --git a/Assets/Scripts/Gameplay/SwapConfirmationPanel.cs.meta b/Assets/Scripts/Gameplay/SwapConfirmationPanel.cs.meta new file mode 100644 index 0000000..5853e2d --- /dev/null +++ b/Assets/Scripts/Gameplay/SwapConfirmationPanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e799529efab1c9d4ab780bfd693439d1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs b/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs index 52f0920..5e424c3 100644 --- a/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs +++ b/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs @@ -514,41 +514,6 @@ namespace Unity.BossRoom.Gameplay.UserInput { RequestAction(GameDataSource.Instance.Emote4ActionPrototype.ActionID, SkillTriggerStyle.Keyboard); } - if (Input.GetKeyDown(KeyCode.L)) // Press L to confirm the swap - { - if (m_ServerCharacter.PendingSwapRequest.HasValue) - { - ulong initiatingPlayerId = m_ServerCharacter.PendingSwapRequest.Value; - - if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(initiatingPlayerId, out var initiatingPlayerObject) && - initiatingPlayerObject.TryGetComponent(out ServerCharacter initiatingPlayer)) - { - // Store positions of both players - Vector3 initiatingPlayerPosition = initiatingPlayer.physicsWrapper.Transform.position; - Vector3 targetPlayerPosition = m_ServerCharacter.physicsWrapper.Transform.position; - - // Execute the swap - initiatingPlayer.ServerSendCharacterInputRpc(targetPlayerPosition); - m_ServerCharacter.ServerSendCharacterInputRpc(initiatingPlayerPosition); - - Debug.Log($"Swap confirmed: {initiatingPlayer.name} swapped with {m_ServerCharacter.name}."); - - // Clear the pending request - m_ServerCharacter.PendingSwapRequest = null; - - // Notify initiating player about confirmation (optional for UI feedback) - initiatingPlayer.NotifySwapConfirmedRpc(m_ServerCharacter.NetworkObjectId); - } - else - { - Debug.LogError("Swap confirmation failed: Initiating player not found."); - } - } - else - { - Debug.Log("No pending swap request to confirm."); - } - } if (!EventSystem.current.IsPointerOverGameObject() && m_CurrentSkillInput == null) { @@ -560,7 +525,7 @@ namespace Unity.BossRoom.Gameplay.UserInput RequestAction(CharacterClass.Skill1.ActionID, SkillTriggerStyle.MouseClick); } - if (Input.GetMouseButtonDown(0)) // Left-click triggers the SwapAction request + if (Input.GetMouseButtonDown(0)) // Left-click to request swap { var ray = m_MainCamera.ScreenPointToRay(UnityEngine.Input.mousePosition); int hits = Physics.RaycastNonAlloc(ray, k_CachedHit, k_MouseInputRaycastDistance, m_ActionLayerMask); @@ -572,22 +537,22 @@ namespace Unity.BossRoom.Gameplay.UserInput if (k_CachedHit[i].transform.TryGetComponent(out NetworkObject targetNetObj) && targetNetObj != m_ServerCharacter.NetworkObject) { - // Retrieve the target character + // Check if the target is a valid ServerCharacter if (!targetNetObj.TryGetComponent(out ServerCharacter targetCharacter)) { Debug.LogError("SwapAction failed: Target is not a valid ServerCharacter!"); return; } - // Notify the target player (send confirmation request) + // Notify the target player about the swap request targetCharacter.NotifySwapRequestRpc(m_ServerCharacter.NetworkObjectId); - - Debug.Log($"SwapAction requested: Waiting for {targetCharacter.name} to confirm."); + Debug.Log($"Swap request sent to {targetCharacter.name}."); return; // Exit loop after sending the request } } } } + else if(Input.GetMouseButtonDown(0)) {