1.5 KiB
1.5 KiB
1. Update Controlled-Player Input Capture
- 1.1 Refine the controlled-player movement input flow so releasing input emits one zero-vector
MoveInputwhile continued idle frames do not spam duplicate stop packets. - 1.2 Preserve immediate local movement prediction for the controlled player across both non-zero movement and release-to-stop transitions.
- 1.3 Add an MVP shooting input capture path in the Unity-side controlled-player flow, including direction/target defaults that fit the current scene setup.
2. Align Network Send Boundaries With Split Gameplay Messages
- 2.1 Add
NetworkManager.SendShootInput(...)and route the new client fire path throughShootInput. - 2.2 Ensure client gameplay actions are sent only as
MoveInputandShootInput, with no remaining controlled-player dependence on legacy broad gameplay messages such asPlayerAction. - 2.3 Keep any local shooting feedback optional and cosmetic so authoritative combat still depends on server-driven messages.
3. Verify MVP Input-Flow Regressions
- 3.1 Add or update tests covering explicit stop-message emission and the split-message-only gameplay send path.
- 3.2 Add or update tests covering that
ShootInputfrom the client path resolves to the reliable lane whileMoveInputstop updates remain sync-lane traffic. - 3.3 Run
dotnet build Network.EditMode.Tests.csproj -v minimalanddotnet test Network.EditMode.Tests.csproj --no-build -v minimalafter implementation.