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73 lines
2.0 KiB
C#
73 lines
2.0 KiB
C#
3 weeks ago
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using System;
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using Unity.BossRoom.Gameplay.Configuration;
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using Unity.BossRoom.Infrastructure;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Avatar = Unity.BossRoom.Gameplay.Configuration.Avatar;
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namespace Unity.BossRoom.Gameplay.GameplayObjects.Character
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{
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/// <summary>
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/// NetworkBehaviour component to send/receive GUIDs from server to clients.
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/// </summary>
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public class NetworkAvatarGuidState : NetworkBehaviour
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{
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[FormerlySerializedAs("AvatarGuidArray")]
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[HideInInspector]
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public NetworkVariable<NetworkGuid> AvatarGuid = new NetworkVariable<NetworkGuid>();
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[SerializeField]
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AvatarRegistry m_AvatarRegistry;
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Avatar m_Avatar;
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public Avatar RegisteredAvatar
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{
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get
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{
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if (m_Avatar == null)
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{
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RegisterAvatar(AvatarGuid.Value.ToGuid());
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}
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return m_Avatar;
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}
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}
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public void SetRandomAvatar()
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{
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AvatarGuid.Value = m_AvatarRegistry.GetRandomAvatar().Guid.ToNetworkGuid();
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}
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void RegisterAvatar(Guid guid)
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{
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if (guid.Equals(Guid.Empty))
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{
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// not a valid Guid
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return;
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}
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// based on the Guid received, Avatar is fetched from AvatarRegistry
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if (!m_AvatarRegistry.TryGetAvatar(guid, out var avatar))
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{
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Debug.LogError("Avatar not found!");
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return;
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}
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if (m_Avatar != null)
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{
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// already set, this is an idempotent call, we don't want to Instantiate twice
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return;
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}
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m_Avatar = avatar;
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if (TryGetComponent<ServerCharacter>(out var serverCharacter))
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{
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serverCharacter.CharacterClass = avatar.CharacterClass;
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}
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}
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}
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}
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