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56 lines
1.2 KiB
C#
56 lines
1.2 KiB
C#
3 weeks ago
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using System;
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using Unity.Netcode;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.GameplayObjects.Character
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{
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public class ClientPlayerAvatar : NetworkBehaviour
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{
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[SerializeField]
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ClientPlayerAvatarRuntimeCollection m_PlayerAvatars;
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public static event Action<ClientPlayerAvatar> LocalClientSpawned;
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public static event Action LocalClientDespawned;
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public override void OnNetworkSpawn()
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{
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name = "PlayerAvatar" + OwnerClientId;
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if (IsClient && IsOwner)
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{
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LocalClientSpawned?.Invoke(this);
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}
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if (m_PlayerAvatars)
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{
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m_PlayerAvatars.Add(this);
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}
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}
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public override void OnNetworkDespawn()
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{
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if (IsClient && IsOwner)
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{
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LocalClientDespawned?.Invoke();
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}
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RemoveNetworkCharacter();
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}
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public override void OnDestroy()
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{
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base.OnDestroy();
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RemoveNetworkCharacter();
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}
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void RemoveNetworkCharacter()
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{
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if (m_PlayerAvatars)
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{
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m_PlayerAvatars.Remove(this);
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}
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}
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}
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}
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