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56 lines
1.4 KiB
C#
56 lines
1.4 KiB
C#
2 weeks ago
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using System;
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using Unity.BossRoom.Gameplay.UserInput;
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using Unity.Netcode;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.UI
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{
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/// <summary>
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/// Responsible for managing and creating a feedback icon where the player clicked to move
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/// </summary>
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[RequireComponent(typeof(ClientInputSender))]
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public class ClientClickFeedback : NetworkBehaviour
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{
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[SerializeField]
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GameObject m_FeedbackPrefab;
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GameObject m_FeedbackObj;
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ClientInputSender m_ClientSender;
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ClickFeedbackLerper m_ClickFeedbackLerper;
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void Start()
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{
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if (NetworkManager.Singleton.LocalClientId != OwnerClientId)
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{
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enabled = false;
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return;
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}
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m_ClientSender = GetComponent<ClientInputSender>();
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m_ClientSender.ClientMoveEvent += OnClientMove;
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m_FeedbackObj = Instantiate(m_FeedbackPrefab);
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m_FeedbackObj.SetActive(false);
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m_ClickFeedbackLerper = m_FeedbackObj.GetComponent<ClickFeedbackLerper>();
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}
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void OnClientMove(Vector3 position)
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{
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m_FeedbackObj.SetActive(true);
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m_ClickFeedbackLerper.SetTarget(position);
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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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if (m_ClientSender)
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{
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m_ClientSender.ClientMoveEvent -= OnClientMove;
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}
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}
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}
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}
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