using Unity.Netcode; using UnityEngine; #if ENABLE_INPUT_SYSTEM using UnityEngine.InputSystem; #endif /// /// 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 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. /// [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(); } private void Update() { if (!enableHotkeys) return; #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(); } }