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37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
3 weeks ago
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using System;
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using Unity.Collections;
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using Unity.Netcode;
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using UnityEngine;
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namespace Unity.BossRoom.Utils
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{
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/// <summary>
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/// NetworkBehaviour containing only one NetworkVariableString which represents this object's name.
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/// </summary>
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public class NetworkNameState : NetworkBehaviour
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{
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[HideInInspector]
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public NetworkVariable<FixedPlayerName> Name = new NetworkVariable<FixedPlayerName>();
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}
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/// <summary>
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/// Wrapping FixedString so that if we want to change player name max size in the future, we only do it once here
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/// </summary>
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public struct FixedPlayerName : INetworkSerializable
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{
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FixedString32Bytes m_Name;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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serializer.SerializeValue(ref m_Name);
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}
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public override string ToString()
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{
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return m_Name.Value.ToString();
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}
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public static implicit operator string(FixedPlayerName s) => s.ToString();
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public static implicit operator FixedPlayerName(string s) => new FixedPlayerName() { m_Name = new FixedString32Bytes(s) };
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}
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}
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