Files
Test-Multiplayer/Assets/Scripts/RiveLoginController.cs
T
pelpanagiotisandClaude Opus 5.5 5fc9ebf1e6 Add practice range: shooting, AK47, intro cinematic, dressed warehouse scene
- PortalTestDestination practice range: Valorant-style hitscan rifle (recoil,
  spray/bloom, reload, controller support), debug HUD, practice-dummy targets
  with head/body hitboxes, hit/death/respawn animations, procedural SFX/FX
- AK47 model (Quaternius, CC0) held via Animator IK, with fire/reload/equip anims
- Intro cinematic (camera shots, title card, target beam-in, GO hand-off)
- Scene dressing editor pass: CC0 textures, props, warehouse roof, lighting and
  post-processing; custom stylized skybox shader
- CharacterMovement: camera recoil, shoulder offset, cinematic control lock
- Unity CLI pipeline package; plus in-progress chat/Rive/player changes

Asset credits: Assets/Models/Props/PROPS_CREDITS.txt (3 CC-BY 3.0 props),
Assets/Textures/Range/TEXTURES_LICENSE.txt, Assets/Resources/*/..._LICENSE.txt

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 08:56:35 +03:00

110 lines
3.2 KiB
C#

using Mirror;
using Rive;
using Rive.Components;
using TMPro;
using UnityEngine;
public class RiveLoginController : MonoBehaviour
{
[Header("Rive")]
[SerializeField] private RiveWidget riveWidget;
[SerializeField] private string startTriggerName = "startClicked";
[Header("Login")]
[Tooltip("Still needed username until Rive has a bound string property.")]
[SerializeField] private TMP_InputField usernameInput;
[SerializeField] private LoginUI loginUI;
private ViewModelInstanceTriggerProperty startTrigger;
private void Awake()
{
if (riveWidget == null)
riveWidget = GetComponent<RiveWidget>();
}
private void OnEnable()
{
if (riveWidget == null) return;
riveWidget.OnWidgetStatusChanged += HandleWidgetStatusChanged;
HandleWidgetStatusChanged();
}
private void OnDisable()
{
if (riveWidget != null)
riveWidget.OnWidgetStatusChanged -= HandleWidgetStatusChanged;
if (startTrigger != null)
startTrigger.OnTriggered -= OnStartClicked;
}
private void HandleWidgetStatusChanged()
{
if (riveWidget.Status != WidgetStatus.Loaded)
return;
ViewModelInstance vm = riveWidget.StateMachine?.ViewModelInstance;
if (vm == null)
{
Debug.LogError("RiveLoginController: ViewModelInstance is null. Set Data Binding Mode to Auto Bind Default.");
return;
}
if (startTrigger != null)
startTrigger.OnTriggered -= OnStartClicked;
startTrigger = vm.GetTriggerProperty(startTriggerName);
if (startTrigger == null)
{
Debug.LogError($"RiveLoginController: Trigger '{startTriggerName}' not found.");
return;
}
startTrigger.OnTriggered += OnStartClicked;
}
private void OnStartClicked()
{
StartMultiplayerSession();
}
public void StartMultiplayerSession()
{
string username = usernameInput != null
? usernameInput.text.Trim()
: string.Empty;
Debug.Log($"[RiveLoginController] StartMultiplayerSession called. Username length: {username.Length}");
if (string.IsNullOrWhiteSpace(username))
{
Debug.LogWarning("[RiveLoginController] Client start blocked because the username is empty.");
if (loginUI != null && loginUI.errorText != null)
{
loginUI.errorText.text = "Enter a username";
loginUI.errorText.gameObject.SetActive(true);
}
else
{
Debug.LogWarning("RiveLoginController: Username is empty");
}
return;
}
ChatAuthenticator auth = NetworkManager.singleton.GetComponent<ChatAuthenticator>();
if (auth != null)
{
Debug.Log("[RiveLoginController] Assigning username to ChatAuthenticator.");
auth.SetPlayerName(username);
}
else
Debug.LogWarning("RiveLoginController: ChatAuthenticator not found on NetworkManager");
Debug.Log($"[RiveLoginController] Starting client. Network address: '{NetworkManager.singleton.networkAddress}'");
NetworkManager.singleton.StartClient();
}
}