mirror of
https://github.com/misternebula/quantum-space-buddies.git
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* * removed need for NetPlayer * split JoinPlayer into JoinPlayer and LeavePlayer * cleanup of player and ship in LeavePlayer * null checks in anim mirror * it kinda works * resetting some more stuff when DCing * cleaning up ship * removed some unused code * cleanup * cleaning up all client owned objects * resetting (mostly) anim stuff when leaving * setting local instance on player transform sync right away Co-authored-by: Ricardo Lopes <Raicuparta@users.noreply.github.com>
54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using QSB.Messaging;
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using QSB.TransformSync;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace QSB.Events
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{
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public class PlayerJoin : NetworkBehaviour
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{
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public static readonly Dictionary<uint, string> PlayerNames = new Dictionary<uint, string>();
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public static string MyName { get; private set; }
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private MessageHandler<JoinMessage> _joinHandler;
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private void Awake()
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{
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_joinHandler = new MessageHandler<JoinMessage>();
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_joinHandler.OnClientReceiveMessage += OnClientReceiveMessage;
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_joinHandler.OnServerReceiveMessage += OnServerReceiveMessage;
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}
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public void Join(string playerName)
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{
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MyName = playerName;
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StartCoroutine(SendJoinMessage(playerName));
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}
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private IEnumerator SendJoinMessage(string playerName)
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{
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yield return new WaitUntil(() => PlayerTransformSync.LocalInstance != null);
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var message = new JoinMessage
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{
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PlayerName = playerName,
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SenderId = PlayerTransformSync.LocalInstance.netId.Value
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};
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_joinHandler.SendToServer(message);
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}
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private void OnServerReceiveMessage(JoinMessage message)
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{
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_joinHandler.SendToAll(message);
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}
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private void OnClientReceiveMessage(JoinMessage message)
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{
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PlayerNames[message.SenderId] = message.PlayerName;
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DebugLog.All(message.PlayerName, "joined!");
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}
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}
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}
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