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62 lines
1.9 KiB
C#
62 lines
1.9 KiB
C#
3 weeks ago
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using System;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.BossRoom.Gameplay.GameState;
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using Unity.BossRoom.Gameplay.Messages;
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using Unity.BossRoom.Infrastructure;
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using Unity.BossRoom.Utils;
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using Unity.Netcode;
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using UnityEngine;
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using VContainer;
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namespace Unity.BossRoom.Gameplay.GameplayObjects
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{
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/// <summary>
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/// Server-only component which publishes a message once the LifeState changes.
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/// </summary>
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[RequireComponent(typeof(NetworkLifeState), typeof(ServerCharacter))]
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public class PublishMessageOnLifeChange : NetworkBehaviour
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{
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NetworkLifeState m_NetworkLifeState;
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ServerCharacter m_ServerCharacter;
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[SerializeField]
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string m_CharacterName;
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NetworkNameState m_NameState;
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[Inject]
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IPublisher<LifeStateChangedEventMessage> m_Publisher;
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void Awake()
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{
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m_NetworkLifeState = GetComponent<NetworkLifeState>();
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m_ServerCharacter = GetComponent<ServerCharacter>();
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}
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public override void OnNetworkSpawn()
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{
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if (IsServer)
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{
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m_NameState = GetComponent<NetworkNameState>();
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m_NetworkLifeState.LifeState.OnValueChanged += OnLifeStateChanged;
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var gameState = FindObjectOfType<ServerBossRoomState>();
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if (gameState != null)
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{
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gameState.Container.Inject(this);
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}
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}
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}
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void OnLifeStateChanged(LifeState previousState, LifeState newState)
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{
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m_Publisher.Publish(new LifeStateChangedEventMessage()
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{
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CharacterName = m_NameState != null ? m_NameState.Name.Value : (FixedPlayerName)m_CharacterName,
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CharacterType = m_ServerCharacter.CharacterClass.CharacterType,
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NewLifeState = newState
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});
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}
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}
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}
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