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ClientPlayerAvatarNetworkAnimator introduced to handle client syncs
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Assets/Scripts/Gameplay/GameplayObjects/Character/ClientAvatarGuidHandler.cs
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Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatarNetworkAnimator.cs
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using Unity.Netcode; | ||
using Unity.Netcode.Components; | ||
using UnityEngine; | ||
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namespace Unity.BossRoom.Gameplay.GameplayObjects.Character | ||
{ | ||
/// <summary> | ||
/// Component that spawns a PlayerAvatar's Avatar. It does this in two places: | ||
/// 1) either inside OnNetworkSpawn() or | ||
/// 2) inside NetworkAnimator's OnSynchronize method. | ||
/// The latter is necessary for clients receiving initial synchronizing data, where the Animator needs to be present | ||
/// and bound (Animator.Bind()) *before* the incoming animation data is applied. | ||
/// </summary> | ||
public class ClientPlayerAvatarNetworkAnimator : NetworkAnimator | ||
{ | ||
[SerializeField] | ||
NetworkAvatarGuidState m_NetworkAvatarGuidState; | ||
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bool m_AvatarInstantiated; | ||
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public override void OnNetworkSpawn() | ||
{ | ||
base.OnNetworkSpawn(); | ||
if (!IsClient || m_AvatarInstantiated) | ||
{ | ||
return; | ||
} | ||
InstantiateAvatar(); | ||
} | ||
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public override void OnNetworkDespawn() | ||
{ | ||
base.OnNetworkDespawn(); | ||
m_AvatarInstantiated = false; | ||
var avatarGraphics = Animator.transform.GetChild(0); | ||
if (avatarGraphics != null) | ||
{ | ||
Destroy(avatarGraphics.gameObject); | ||
} | ||
} | ||
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protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer) | ||
{ | ||
if (NetworkManager.Singleton.IsClient && !m_AvatarInstantiated) | ||
{ | ||
InstantiateAvatar(); | ||
} | ||
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base.OnSynchronize(ref serializer); | ||
} | ||
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void InstantiateAvatar() | ||
{ | ||
if (Animator.transform.childCount > 0) | ||
{ | ||
// we may receive a NetworkVariable's OnValueChanged callback more than once as a client | ||
// this makes sure we don't spawn a duplicate graphics GameObject | ||
return; | ||
} | ||
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// spawn avatar graphics GameObject | ||
Instantiate(m_NetworkAvatarGuidState.RegisteredAvatar.Graphics, Animator.transform); | ||
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Animator.Rebind(); | ||
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m_AvatarInstantiated = true; | ||
} | ||
} | ||
} |
2 changes: 1 addition & 1 deletion
2
...Character/ClientAvatarGuidHandler.cs.meta → ...ClientPlayerAvatarNetworkAnimator.cs.meta
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