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56 lines
1.2 KiB
C#

3 weeks ago
using System;
using Unity.Netcode;
using UnityEngine;
namespace Unity.BossRoom.Gameplay.GameplayObjects.Character
{
public class ClientPlayerAvatar : NetworkBehaviour
{
[SerializeField]
ClientPlayerAvatarRuntimeCollection m_PlayerAvatars;
public static event Action<ClientPlayerAvatar> LocalClientSpawned;
public static event Action LocalClientDespawned;
public override void OnNetworkSpawn()
{
name = "PlayerAvatar" + OwnerClientId;
if (IsClient && IsOwner)
{
LocalClientSpawned?.Invoke(this);
}
if (m_PlayerAvatars)
{
m_PlayerAvatars.Add(this);
}
}
public override void OnNetworkDespawn()
{
if (IsClient && IsOwner)
{
LocalClientDespawned?.Invoke();
}
RemoveNetworkCharacter();
}
public override void OnDestroy()
{
base.OnDestroy();
RemoveNetworkCharacter();
}
void RemoveNetworkCharacter()
{
if (m_PlayerAvatars)
{
m_PlayerAvatars.Remove(this);
}
}
}
}