NetworkSerializedObjectStream is now SyncState, added UndoGroup concept that takes any number of SyncState components and can save and reload snapshots, don't create garbage by recreating MemoryStream and Reader/Writer every time
parent
34ef979d2a
commit
54932afdbb
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@ -31,6 +31,7 @@ namespace VelNet
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/// This way objects can be spawned in a static location
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/// This way objects can be spawned in a static location
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/// </summary>
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/// </summary>
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internal bool instantiatedWithTransform = false;
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internal bool instantiatedWithTransform = false;
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internal Vector3 initialPosition;
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internal Vector3 initialPosition;
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internal Quaternion initialRotation;
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internal Quaternion initialRotation;
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@ -4,6 +4,7 @@ using UnityEngine;
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namespace VelNet
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namespace VelNet
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{
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{
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[Obsolete("Use SyncState instead.")]
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public abstract class NetworkSerializedObject : NetworkComponent, IPackState
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public abstract class NetworkSerializedObject : NetworkComponent, IPackState
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{
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{
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[Tooltip("Send rate of this object. This caps out at the framerate of the game.")]
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[Tooltip("Send rate of this object. This caps out at the framerate of the game.")]
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@ -1,17 +1,20 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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namespace VelNet
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namespace VelNet
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{
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{
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[Obsolete("Use SyncState instead")]
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public abstract class NetworkSerializedObjectStream : NetworkComponent, IPackState
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public abstract class NetworkSerializedObjectStream : NetworkComponent, IPackState
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{
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{
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[Tooltip("Send rate of this object. This caps out at the framerate of the game.")]
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[Tooltip("Send rate of this object. This caps out at the framerate of the game.")]
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public float serializationRateHz = 30;
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public float serializationRateHz = 30;
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/// <summary>
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/// <summary>
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/// If the data hasn't changed, only sends updates across the network at 1Hz
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/// If the data hasn't changed, only sends updates across the network at 0.5Hz
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/// </summary>
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/// </summary>
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public bool hybridOnChangeCompression = true;
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public bool hybridOnChangeCompression = true;
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@ -19,7 +22,6 @@ namespace VelNet
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private double lastSendTime;
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private double lastSendTime;
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private const double slowSendInterval = 2;
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private const double slowSendInterval = 2;
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protected virtual void Awake()
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protected virtual void Awake()
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{
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{
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StartCoroutine(SendMessageUpdate());
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StartCoroutine(SendMessageUpdate());
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@ -10,7 +10,7 @@ namespace VelNet
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/// </summary>
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/// </summary>
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[AddComponentMenu("VelNet/VelNet Sync Rigidbody")]
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[AddComponentMenu("VelNet/VelNet Sync Rigidbody")]
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(Rigidbody))]
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public class SyncRigidbody : NetworkSerializedObjectStream
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public class SyncRigidbody : SyncState
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{
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{
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public bool useLocalTransform;
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public bool useLocalTransform;
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public float minPosDelta = .01f;
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public float minPosDelta = .01f;
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@ -0,0 +1,101 @@
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using System;
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using System.Collections;
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using System.IO;
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using UnityEngine;
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namespace VelNet
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{
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public abstract class SyncState : NetworkComponent, IPackState
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{
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[Tooltip("Send rate of this object. This caps out at the framerate of the game.")]
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public float serializationRateHz = 30;
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/// <summary>
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/// If the data hasn't changed, only sends updates across the network at 0.5Hz
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/// </summary>
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public bool hybridOnChangeCompression = true;
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private byte[] lastSentBytes;
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private double lastSendTime;
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private const double slowSendInterval = 2;
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private MemoryStream writerMemory;
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private BinaryWriter writer;
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private MemoryStream readerMemory;
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private BinaryReader reader;
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protected virtual void Awake()
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{
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writerMemory = new MemoryStream();
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writer = new BinaryWriter(writerMemory);
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readerMemory = new MemoryStream();
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reader = new BinaryReader(readerMemory);
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StartCoroutine(SendMessageUpdate());
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}
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private IEnumerator SendMessageUpdate()
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{
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while (true)
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{
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try
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{
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if (IsMine && enabled)
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{
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byte[] newBytes = PackState();
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if (hybridOnChangeCompression)
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{
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if (Time.timeAsDouble - lastSendTime > slowSendInterval ||
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!BinaryWriterExtensions.BytesSame(lastSentBytes, newBytes))
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{
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SendBytes(newBytes);
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lastSendTime = Time.timeAsDouble;
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}
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}
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else
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{
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SendBytes(newBytes);
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lastSendTime = Time.timeAsDouble;
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}
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lastSentBytes = newBytes;
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}
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}
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catch (Exception e)
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{
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Debug.LogError(e);
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}
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yield return new WaitForSeconds(1f / serializationRateHz);
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}
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// ReSharper disable once IteratorNeverReturns
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}
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public override void ReceiveBytes(byte[] message)
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{
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UnpackState(message);
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}
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protected abstract void SendState(BinaryWriter binaryWriter);
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protected abstract void ReceiveState(BinaryReader binaryReader);
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public byte[] PackState()
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{
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writerMemory.Position = 0;
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writerMemory.SetLength(0);
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SendState(writer);
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return writerMemory.ToArray();
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}
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public void UnpackState(byte[] state)
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{
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readerMemory.Position = 0;
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readerMemory.SetLength(0);
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readerMemory.Write(state, 0, state.Length);
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readerMemory.Position = 0;
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ReceiveState(reader);
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 91bac26baa2fadb4d86aa2ff05c94a2a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -7,7 +7,7 @@ namespace VelNet
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/// A simple class that will sync the position and rotation of a network object
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/// A simple class that will sync the position and rotation of a network object
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/// </summary>
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/// </summary>
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[AddComponentMenu("VelNet/VelNet Sync Transform")]
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[AddComponentMenu("VelNet/VelNet Sync Transform")]
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public class SyncTransform : NetworkSerializedObjectStream
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public class SyncTransform : SyncState
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{
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{
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[Space] public bool position = true;
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[Space] public bool position = true;
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public bool rotation = true;
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public bool rotation = true;
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@ -0,0 +1,105 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace VelNet
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{
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public class UndoGroup : MonoBehaviour
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{
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/// <summary>
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/// This cannot be changed at runtime.
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/// </summary>
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public List<SyncState> objects;
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private readonly List<byte[][]> undoBuffer = new List<byte[][]>();
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public int maxUndoSteps = 50;
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/// <summary>
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/// Reset to the last UndoState. This only takes ownership if the IPackState component is also a NetworkComponent
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/// </summary>
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public void Undo()
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{
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byte[][] lastStates = undoBuffer.LastOrDefault();
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if (lastStates != null)
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{
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for (int i = 0; i < objects.Count; i++)
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{
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objects[i].networkObject.TakeOwnership();
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objects[i].UnpackState(lastStates[i]);
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}
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}
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}
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public void SaveUndoState()
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{
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byte[][] states = new byte[objects.Count][];
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for (int i = 0; i < objects.Count; i++)
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{
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states[i] = objects[i].PackState();
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}
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undoBuffer.Add(states);
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while (undoBuffer.Count > maxUndoSteps)
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{
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undoBuffer.RemoveAt(0);
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}
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}
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public int UndoHistoryLength()
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{
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return undoBuffer.Count;
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}
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(UndoGroup))]
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public class UndoGroupEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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UndoGroup t = target as UndoGroup;
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EditorGUILayout.Space();
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if (t == null) return;
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EditorGUILayout.HelpBox("Undo Group. Use SaveUndoState() to make checkpoints.", MessageType.Info);
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.TextField("Undo Length: ", t.UndoHistoryLength().ToString("N0"));
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EditorGUI.EndDisabledGroup();
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EditorGUILayout.Space();
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if (EditorApplication.isPlaying && GUILayout.Button("Save undo checkpoint now."))
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{
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t.SaveUndoState();
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}
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if (GUILayout.Button("Find all undoable components in children."))
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{
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SyncState[] components = t.GetComponentsInChildren<SyncState>();
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SerializedObject so = new SerializedObject(t);
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SerializedProperty prop = so.FindProperty("objects");
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prop.ClearArray();
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foreach (SyncState comp in components)
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{
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prop.InsertArrayElementAtIndex(0);
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prop.GetArrayElementAtIndex(0).objectReferenceValue = comp;
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}
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so.ApplyModifiedProperties();
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}
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EditorGUILayout.Space();
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DrawDefaultInspector();
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}
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}
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#endif
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3ab6cea605a37144a87766745c28fcc4
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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namespace VelNet
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namespace VelNet
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{
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{
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public class PlayerController : NetworkSerializedObjectStream
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public class PlayerController : SyncState
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{
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{
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private Renderer rend;
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private Renderer rend;
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public Color color;
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public Color color;
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using UnityEngine.UI;
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using UnityEngine.UI;
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using VelNet;
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using VelNet;
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public class SyncedTextbox : NetworkSerializedObjectStream
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public class SyncedTextbox : SyncState
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{
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{
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public InputField text;
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public InputField text;
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 857495161650682534}
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m_GameObject: {fileID: 857495161650682534}
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m_Material: {fileID: 0}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_IncludeLayers:
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m_Enabled: 1
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serializedVersion: 2
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Size: {x: 1, y: 1, z: 1}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!1 &2597866068570990601
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--- !u!1 &2597866068570990601
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2597866068570990601}
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m_GameObject: {fileID: 2597866068570990601}
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m_Material: {fileID: 0}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_IncludeLayers:
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m_Enabled: 1
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serializedVersion: 2
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Size: {x: 1, y: 1, z: 1}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!1 &6139051692386484099
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--- !u!1 &6139051692386484099
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6139051692386484099}
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m_GameObject: {fileID: 6139051692386484099}
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m_Material: {fileID: 0}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_IncludeLayers:
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m_Enabled: 1
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serializedVersion: 2
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Size: {x: 1, y: 1, z: 1}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!114 &9102273340480352682
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--- !u!114 &9102273340480352682
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@ -357,6 +381,7 @@ MonoBehaviour:
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serializationRateHz: 30
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serializationRateHz: 30
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hybridOnChangeCompression: 1
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hybridOnChangeCompression: 1
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color: {r: 0, g: 0, b: 0, a: 0}
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color: {r: 0, g: 0, b: 0, a: 0}
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spawnableObj: {fileID: 419466048389313174, guid: c0c7ee35b5be203468523c819c9da422, type: 3}
|
||||||
--- !u!114 &1674689795532972108
|
--- !u!114 &1674689795532972108
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|
@ -562,8 +587,16 @@ BoxCollider:
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_GameObject: {fileID: 7360746642267561319}
|
m_GameObject: {fileID: 7360746642267561319}
|
||||||
m_Material: {fileID: 0}
|
m_Material: {fileID: 0}
|
||||||
m_IsTrigger: 0
|
m_IncludeLayers:
|
||||||
m_Enabled: 1
|
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
|
m_Bits: 0
|
||||||
|
m_ExcludeLayers:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Bits: 0
|
||||||
|
m_LayerOverridePriority: 0
|
||||||
|
m_IsTrigger: 0
|
||||||
|
m_ProvidesContacts: 0
|
||||||
|
m_Enabled: 1
|
||||||
|
serializedVersion: 3
|
||||||
m_Size: {x: 1, y: 1, z: 1}
|
m_Size: {x: 1, y: 1, z: 1}
|
||||||
m_Center: {x: 0, y: 0, z: 0}
|
m_Center: {x: 0, y: 0, z: 0}
|
||||||
|
|
|
||||||
|
|
@ -104,7 +104,7 @@ NavMeshSettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
m_BuildSettings:
|
m_BuildSettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 3
|
||||||
agentTypeID: 0
|
agentTypeID: 0
|
||||||
agentRadius: 0.5
|
agentRadius: 0.5
|
||||||
agentHeight: 2
|
agentHeight: 2
|
||||||
|
|
@ -117,7 +117,7 @@ NavMeshSettings:
|
||||||
cellSize: 0.16666667
|
cellSize: 0.16666667
|
||||||
manualTileSize: 0
|
manualTileSize: 0
|
||||||
tileSize: 256
|
tileSize: 256
|
||||||
accuratePlacement: 0
|
buildHeightMesh: 0
|
||||||
maxJobWorkers: 0
|
maxJobWorkers: 0
|
||||||
preserveTilesOutsideBounds: 0
|
preserveTilesOutsideBounds: 0
|
||||||
debug:
|
debug:
|
||||||
|
|
@ -585,7 +585,9 @@ Canvas:
|
||||||
m_OverrideSorting: 0
|
m_OverrideSorting: 0
|
||||||
m_OverridePixelPerfect: 0
|
m_OverridePixelPerfect: 0
|
||||||
m_SortingBucketNormalizedSize: 0
|
m_SortingBucketNormalizedSize: 0
|
||||||
|
m_VertexColorAlwaysGammaSpace: 0
|
||||||
m_AdditionalShaderChannelsFlag: 0
|
m_AdditionalShaderChannelsFlag: 0
|
||||||
|
m_UpdateRectTransformForStandalone: 0
|
||||||
m_SortingLayerID: 0
|
m_SortingLayerID: 0
|
||||||
m_SortingOrder: 0
|
m_SortingOrder: 0
|
||||||
m_TargetDisplay: 0
|
m_TargetDisplay: 0
|
||||||
|
|
@ -1727,9 +1729,17 @@ Camera:
|
||||||
m_projectionMatrixMode: 1
|
m_projectionMatrixMode: 1
|
||||||
m_GateFitMode: 2
|
m_GateFitMode: 2
|
||||||
m_FOVAxisMode: 0
|
m_FOVAxisMode: 0
|
||||||
|
m_Iso: 200
|
||||||
|
m_ShutterSpeed: 0.005
|
||||||
|
m_Aperture: 16
|
||||||
|
m_FocusDistance: 10
|
||||||
|
m_FocalLength: 50
|
||||||
|
m_BladeCount: 5
|
||||||
|
m_Curvature: {x: 2, y: 11}
|
||||||
|
m_BarrelClipping: 0.25
|
||||||
|
m_Anamorphism: 0
|
||||||
m_SensorSize: {x: 36, y: 24}
|
m_SensorSize: {x: 36, y: 24}
|
||||||
m_LensShift: {x: 0, y: 0}
|
m_LensShift: {x: 0, y: 0}
|
||||||
m_FocalLength: 50
|
|
||||||
m_NormalizedViewPortRect:
|
m_NormalizedViewPortRect:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
|
|
@ -2589,7 +2599,7 @@ MonoBehaviour:
|
||||||
m_Script: {fileID: 11500000, guid: 233344de094f11341bdb834d564708dc, type: 3}
|
m_Script: {fileID: 11500000, guid: 233344de094f11341bdb834d564708dc, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
host: vn.ugavel.com
|
host: velnet-demo.ugavel.com
|
||||||
port: 5000
|
port: 5000
|
||||||
udpConnected: 0
|
udpConnected: 0
|
||||||
userid: -1
|
userid: -1
|
||||||
|
|
|
||||||
|
|
@ -6,7 +6,7 @@ using Random = UnityEngine.Random;
|
||||||
|
|
||||||
namespace VelNet
|
namespace VelNet
|
||||||
{
|
{
|
||||||
public class PlayerController : NetworkSerializedObjectStream
|
public class PlayerController : SyncState
|
||||||
{
|
{
|
||||||
private Renderer rend;
|
private Renderer rend;
|
||||||
public Color color;
|
public Color color;
|
||||||
|
|
|
||||||
|
|
@ -4,7 +4,7 @@ using System.IO;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using VelNet;
|
using VelNet;
|
||||||
|
|
||||||
public class SyncedCustomObj : NetworkSerializedObjectStream
|
public class SyncedCustomObj : SyncState
|
||||||
{
|
{
|
||||||
private Renderer rend;
|
private Renderer rend;
|
||||||
private Rigidbody rb;
|
private Rigidbody rb;
|
||||||
|
|
|
||||||
|
|
@ -2,7 +2,7 @@ using System.IO;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
using VelNet;
|
using VelNet;
|
||||||
|
|
||||||
public class SyncedTextbox : NetworkSerializedObjectStream
|
public class SyncedTextbox : SyncState
|
||||||
{
|
{
|
||||||
public InputField text;
|
public InputField text;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,7 @@
|
||||||
{
|
{
|
||||||
"name": "edu.uga.engr.vel.velnet",
|
"name": "edu.uga.engr.vel.velnet",
|
||||||
"displayName": "VelNet",
|
"displayName": "VelNet",
|
||||||
"version": "1.1.9",
|
"version": "1.2.0",
|
||||||
"unity": "2019.1",
|
"unity": "2019.1",
|
||||||
"description": "A custom networking library for Unity.",
|
"description": "A custom networking library for Unity.",
|
||||||
"keywords": [
|
"keywords": [
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue