Reorganize scripts into subfolders by responsibility

Move scripts under Assets/Scripts/ into Components, GameMode, Helper,
Network, Enum, Struct and ScriptableObject folders. Pure file moves
(plus folder .meta files); no code changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-02 15:02:15 +02:00
1 parent 382bfb36df
commit e23fae0c50
126 files changed
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using Unity.Netcode;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// Dev-only connection harness for local multiplayer testing across the junction-mirror clones: one
/// instance clicks Host and the others click Client (loopback 127.0.0.1 via the configured
/// UnityTransport). Everyone spawns as the neutral Player prefab into the Lobby; roles (Hunter/Hider)
/// are rolled and applied by <see cref="MatchManager"/> when the match starts, not here. Hotkeys:
/// H = Host, C = Client, J = Server, K = Shutdown. Purely a testing scaffold - replace with real
/// lobby/menu UI later. Attach to the same GameObject as the NetworkManager.
/// </summary>
[RequireComponent(typeof(NetworkManager))]
[DisallowMultipleComponent]
public class NetworkBootstrap : MonoBehaviour
{
[Tooltip("Draw the on-screen Host/Client panel (top-left).")]
public bool showGui = true;
[Tooltip("Allow the H/C/J/K keyboard shortcuts.")]
public bool enableHotkeys = true;
private NetworkManager _net;
private void Awake()
{
if (!Application.isEditor)
{
Destroy(this);
return;
}
_net = GetComponent<NetworkManager>();
}
private void Update()
{
if (!enableHotkeys) return;
if (TypingGuard.IsTyping) return; // don't fire H/C/J/K while typing in a text field
#if ENABLE_INPUT_SYSTEM
var kb = Keyboard.current;
if (kb == null || _net == null) return;
if (!_net.IsListening)
{
if (kb.hKey.wasPressedThisFrame) _net.StartHost();
else if (kb.cKey.wasPressedThisFrame) _net.StartClient();
else if (kb.jKey.wasPressedThisFrame) _net.StartServer();
}
else if (kb.kKey.wasPressedThisFrame)
{
_net.Shutdown();
}
#endif
}
private void OnGUI()
{
if (!showGui || _net == null) return;
GUILayout.BeginArea(new Rect(10, 10, 220, 160), GUI.skin.box);
if (!_net.IsListening)
{
GUILayout.Label("Netcode (dev)");
if (GUILayout.Button("Host (H)")) _net.StartHost();
if (GUILayout.Button("Client (C)")) _net.StartClient();
if (GUILayout.Button("Server (J)")) _net.StartServer();
}
else
{
string role = _net.IsHost ? "Host" : _net.IsServer ? "Server" : "Client";
GUILayout.Label($"Role: {role}");
GUILayout.Label($"ClientId: {_net.LocalClientId}");
GUILayout.Label($"Clients: {(_net.IsServer ? _net.ConnectedClients.Count : (_net.IsConnectedClient ? 1 : 0))}");
if (GUILayout.Button("Shutdown (K)")) _net.Shutdown();
}
GUILayout.EndArea();
}
}