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74 lines
1.9 KiB
C#
74 lines
1.9 KiB
C#
3 weeks ago
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using System;
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using Unity.BossRoom.ConnectionManagement;
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using Unity.BossRoom.Gameplay.Actions;
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using Unity.Multiplayer.Samples.BossRoom;
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using Unity.Multiplayer.Samples.Utilities;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Serialization;
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using VContainer;
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namespace Unity.BossRoom.Gameplay.GameState
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{
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[RequireComponent(typeof(NetcodeHooks))]
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public class ServerPostGameState : GameStateBehaviour
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{
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[SerializeField]
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NetcodeHooks m_NetcodeHooks;
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[FormerlySerializedAs("synchronizedStateData")]
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[SerializeField]
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NetworkPostGame networkPostGame;
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public NetworkPostGame NetworkPostGame => networkPostGame;
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public override GameState ActiveState { get { return GameState.PostGame; } }
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[Inject]
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ConnectionManager m_ConnectionManager;
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[Inject]
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PersistentGameState m_PersistentGameState;
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protected override void Awake()
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{
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base.Awake();
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m_NetcodeHooks.OnNetworkSpawnHook += OnNetworkSpawn;
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}
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void OnNetworkSpawn()
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{
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if (!NetworkManager.Singleton.IsServer)
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{
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enabled = false;
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}
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else
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{
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SessionManager<SessionPlayerData>.Instance.OnSessionEnded();
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networkPostGame.WinState.Value = m_PersistentGameState.WinState;
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}
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}
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protected override void OnDestroy()
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{
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//clear actions pool
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ActionFactory.PurgePooledActions();
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m_PersistentGameState.Reset();
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base.OnDestroy();
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m_NetcodeHooks.OnNetworkSpawnHook -= OnNetworkSpawn;
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}
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public void PlayAgain()
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{
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SceneLoaderWrapper.Instance.LoadScene("CharSelect", useNetworkSceneManager: true);
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}
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public void GoToMainMenu()
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{
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m_ConnectionManager.RequestShutdown();
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}
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}
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}
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