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61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
3 weeks ago
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using System;
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using System.Collections.Generic;
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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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/// <summary>
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/// Wrapper class for direct references to components relevant to physics.
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/// Each instance of a PhysicsWrapper is registered to a static dictionary, indexed by the NetworkObject's ID.
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/// </summary>
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/// <remarks>
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/// The root GameObject of PCs & NPCs is not the object which will move through the world, so other classes will
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/// need a quick reference to a PC's/NPC's in-game position.
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/// </remarks>
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public class PhysicsWrapper : NetworkBehaviour
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{
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static Dictionary<ulong, PhysicsWrapper> m_PhysicsWrappers = new Dictionary<ulong, PhysicsWrapper>();
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[SerializeField]
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Transform m_Transform;
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public Transform Transform => m_Transform;
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[SerializeField]
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Collider m_DamageCollider;
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public Collider DamageCollider => m_DamageCollider;
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ulong m_NetworkObjectID;
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public override void OnNetworkSpawn()
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{
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m_PhysicsWrappers.Add(NetworkObjectId, this);
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m_NetworkObjectID = NetworkObjectId;
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}
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public override void OnNetworkDespawn()
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{
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RemovePhysicsWrapper();
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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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RemovePhysicsWrapper();
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}
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void RemovePhysicsWrapper()
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{
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m_PhysicsWrappers.Remove(m_NetworkObjectID);
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}
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public static bool TryGetPhysicsWrapper(ulong networkObjectID, out PhysicsWrapper physicsWrapper)
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{
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return m_PhysicsWrappers.TryGetValue(networkObjectID, out physicsWrapper);
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}
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}
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}
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