refactor: moved a lot of player related scripts to the Reset.Units namespace
This commit is contained in:
@@ -2,10 +2,11 @@ using System;
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using System.Collections.Generic;
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using Reset.Core.Tools;
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using Reset.Units;
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using Unity.Netcode;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class UnitCombat : MonoBehaviour{
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public class UnitCombat : UnitComponent {
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public List<Collider> draggedUnits = new List<Collider>();
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private UnitMovementHandler movement;
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@@ -69,4 +70,4 @@ public class UnitCombat : MonoBehaviour{
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draggedUnitMovement.SetNewSpeed(speedDelta, 1f, true);
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}
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}
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}
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}
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13
Assets/Scripts/Units/Combat/UnitComponent.cs
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13
Assets/Scripts/Units/Combat/UnitComponent.cs
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@@ -0,0 +1,13 @@
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using Unity.Netcode;
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public class UnitComponent : NetworkBehaviour{
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private bool enabledAsHost = true;
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void DisableComponents(){
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enabledAsHost = false;
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}
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void Update(){
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}
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}
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3
Assets/Scripts/Units/Combat/UnitComponent.cs.meta
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3
Assets/Scripts/Units/Combat/UnitComponent.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 6fcd80e1ad994ff4976dcaf3a6564c87
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timeCreated: 1759768163
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@@ -45,11 +45,6 @@ namespace Reset.Units{
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throw new System.NotImplementedException();
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}
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void Update(){
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GetComponent<IKillable>().DrawHealthDebug();
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lockonDebug = true;
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}
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public float maxHealth{ get; set; }
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public float currentHealth{ get; set; }
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}
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@@ -15,7 +15,7 @@ namespace Reset.Units{
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private void SetMaxHealth(){
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if (maxHealth == 0f) {
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Debug.LogError($"Max health is not set for type of <b>{((object)this)}</b>. Setting to 10000.");
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Debug.LogError($"Max health is not set for <b>{((MonoBehaviour)this).name}</b>. Setting to 10000.");
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currentHealth = 10000f;
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} else {
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currentHealth = maxHealth;
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@@ -10,43 +10,61 @@ using Sirenix.OdinInspector;
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using Sirenix.Serialization;
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using Unity.Netcode;
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public class Player : Unit, IKillable{
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[HideInInspector] public PlayerControls controls;
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namespace Reset.Units{
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public class Player : Unit, IKillable{
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[HideInInspector] public PlayerControls controls;
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float IKillable.maxHealth{ get; set; }
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float IKillable.currentHealth{ get; set; }
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float IKillable.maxHealth{ get; set; }
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float IKillable.currentHealth{ get; set; }
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void Awake(){
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GameManager.Player = gameObject;
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controls = GetComponent<PlayerControls>();
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}
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public override void UnitStart(){
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base.UnitStart();
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((IKillable)this).IKillableInitialize();
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}
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// Update is called once per frame
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void Update(){
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GetComponent<IKillable>().DrawHealthDebug();
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}
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public void TakeDamage(DamageSource[] sources){
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foreach (DamageSource source in sources) {
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TakeDamage(source);
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void Awake(){
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controls = GetComponent<PlayerControls>();
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}
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}
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public void TakeDamage(DamageSource source){
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((IKillable)this).currentHealth -= source.damageDealt;
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public void Attach(){
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name = "Player";
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name += IsLocalPlayer ? ", Local" : ", Network";
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if (((IKillable)this).currentHealth <= 0) {
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Kill();
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if (IsLocalPlayer || !UnitIsNetworked()) { //
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PlayerManager.Player = gameObject;
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Debug.Log($"Player is set to {PlayerManager.Player.name}");
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PlayerManager.RequestNewController();
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GetComponent<LockOnManager>().AttachCamera(gameObject);
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}
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}
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public override void UnitStart(){
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base.UnitStart();
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Attach();
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((IKillable)this).IKillableInitialize();
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}
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protected override void Update(){
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base.Update();
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GetComponent<IKillable>().DrawHealthDebug();
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Debug.Log(PlayerManager.Player);
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}
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public void TakeDamage(DamageSource[] sources){
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foreach (DamageSource source in sources) {
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TakeDamage(source);
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}
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}
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public void TakeDamage(DamageSource source){
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((IKillable)this).currentHealth -= source.damageDealt;
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if (((IKillable)this).currentHealth <= 0) {
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Kill();
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}
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}
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public void Kill(){
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throw new NotImplementedException();
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}
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}
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public void Kill(){
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throw new NotImplementedException();
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}
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}
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@@ -1,46 +1,50 @@
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using System;
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using UnityEngine;
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public interface ILockOnTarget {
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public float lockonTargetRadius { set; get; }
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public bool lockonDebug { set; get; }
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namespace Reset.Units{
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public interface ILockOnTarget{
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public float lockonTargetRadius{ set; get; }
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public bool lockonDebug{ set; get; }
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public float lockonRaycastVerticalOffset { set; get; }
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Transform transform {get;}
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GameObject gameObject{ get; }
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public float lockonRaycastVerticalOffset{ set; get; }
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abstract void OnTargetDelete();
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Transform transform{ get; }
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GameObject gameObject{ get; }
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void Help(){
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SafelyDeleteTarget();
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}
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public Vector3 GetReticlePosition(){
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float upValue = 0f;
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if (gameObject.GetComponent<Renderer>()){
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Bounds objectBounds = gameObject.GetComponent<Renderer>().bounds;
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upValue = objectBounds.size.y;
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upValue = 4f;
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abstract void OnTargetDelete();
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void Help(){
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SafelyDeleteTarget();
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}
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Vector3 reticlePosition = new Vector3(transform.position.x, transform.position.y + upValue, transform.position.z);
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public Vector3 GetReticlePosition(){
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float upValue = 0f;
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return reticlePosition;
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}
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if (gameObject.GetComponent<Renderer>()) {
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Bounds objectBounds = gameObject.GetComponent<Renderer>().bounds;
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upValue = objectBounds.size.y;
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upValue = 4f;
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}
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public void SafelyDeleteTarget(){
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// gameObject.
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foreach (LockOnManager.ActiveLockOnTarget target in LockOnManager.Instance.activeTargets) {
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if (target.gameObject == this.gameObject) {
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GameObject clone = new GameObject{name = $"Target Clone of {gameObject.name}", transform = { position = transform.position}};
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Vector3 reticlePosition =
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new Vector3(transform.position.x, transform.position.y + upValue, transform.position.z);
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target.gameObject = clone;
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target.cinemachineTarget.Object = clone.transform;
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LockOnManager.Instance.QueueTargetRemoval(clone, true);
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}
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return reticlePosition;
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}
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public void SafelyDeleteTarget(){
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// gameObject.
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foreach (LockOnManager.ActiveLockOnTarget target in LockOnManager.Instance.activeTargets) {
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if (target.gameObject == this.gameObject) {
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GameObject clone = new GameObject
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{ name = $"Target Clone of {gameObject.name}", transform = { position = transform.position } };
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target.gameObject = clone;
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target.cinemachineTarget.Object = clone.transform;
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LockOnManager.Instance.QueueTargetRemoval(clone, true);
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}
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}
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}
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}
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}
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@@ -8,6 +8,7 @@ using NodeCanvas;
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using NodeCanvas.Framework;
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using ParadoxNotion;
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using Reset;
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using Reset.Units;
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using Sirenix.OdinInspector;
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using Unity.Cinemachine;
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using Object = UnityEngine.Object;
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@@ -1,50 +1,80 @@
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using System.Collections;
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using System;
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using System.Collections;
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using System.Threading.Tasks;
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using Drawing;
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using Reset;
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using Reset.Units;
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using Unity.Netcode;
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using UnityEngine;
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public class Unit : NetworkBehaviour{
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public virtual void Start(){
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UnitStart();
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}
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public virtual void UnitStart(){
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OnlineStart();
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}
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protected void OnlineStart(){
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if (!NetworkManager.Singleton.IsConnectedClient && !NetworkManager.Singleton.IsHost) {
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Attach();
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} else {
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StartCoroutine(WaitForOnline());
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namespace Reset.Units{
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public class Unit : NetworkBehaviour{
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public virtual void Start(){
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UnitStart();
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}
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}
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private IEnumerator WaitForOnline(){
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while (!NetworkManager.Singleton.didAwake) {
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Debug.Log("waiting");
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yield return null;
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}
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// Debug.Log($"{IsHost}, {IsClient}, {IsLocalPlayer}");
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if (IsLocalPlayer){
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GameManager.Player = gameObject;
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Attach();
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}
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}
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public void Attach(){
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if (GameManager.Player == gameObject){
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GameManager.RequestNewController();
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GetComponent<LockOnManager>().AttachCamera(gameObject);
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public virtual async void UnitStart(){
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try {
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var netWaitResult = await WaitForNetwork();
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if (netWaitResult) {
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}
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// OnlineStart();
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Debug.Log("Done");
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} catch {
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throw;
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}
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}
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}
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void Update(){
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}
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public async Task<bool> WaitForNetwork(){
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while (!NetworkManager.Singleton.IsConnectedClient) {
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await Awaitable.NextFrameAsync();
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}
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protected override void OnNetworkPostSpawn(){
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// GetComponent<LockOnManager>().AttachCamera(gameObject);
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return (NetworkManager.Singleton.IsConnectedClient);
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}
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public bool UnitIsNetworked(){
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return NetworkManager.Singleton.IsConnectedClient || NetworkManager.Singleton.IsHost;
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}
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public bool UnitIsLocal(){
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if (UnitIsNetworked()) {
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return IsOwner;
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}
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return true;
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}
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protected virtual void Update(){
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UpdateGizmos();
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if (GetComponent<IKillable>() != null) {
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GetComponent<IKillable>().DrawHealthDebug();
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}
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}
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void UpdateGizmos(){
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string onlineStatus = "Not Online";
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Color onlineColor = Color.gray;
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if (UnitIsNetworked() && UnitIsLocal()) {
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onlineStatus = "Online, Owned";
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onlineColor = Color.mediumSeaGreen;
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} else if (UnitIsNetworked() && !IsSpawned) {
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onlineStatus = "Not Spawned";
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} else if (UnitIsNetworked()) {
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onlineStatus = "Online, Not Owned";
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onlineColor = Color.gold;
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}
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Draw.ingame.Label2D(transform.position + Vector3.up * 2.5f, onlineStatus, onlineColor);
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}
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protected override void OnNetworkPostSpawn(){
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// GetComponent<LockOnManager>().AttachCamera(gameObject);
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}
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}
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}
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