Mirror intergrated, WIP on Client Prediction v1

This commit is contained in:
Sewmina
2022-06-14 01:57:42 +05:30
parent 4435d769a6
commit cdaa627f52
14571 changed files with 4207871 additions and 4127496 deletions

View File

@@ -1,41 +1,41 @@
using System;
using EasyButtons;
using UnityEngine;
public class BuildingManager : MonoBehaviour
{
public Building[] buildings;
[Button]
void GetAllBuildings(){
buildings = FindObjectsOfType<Building>();
}
void Start()
{
DBmanager.OnStateChanged.AddListener(UpdateBuildings);
UpdateBuildings();
}
public void UpdateBuildings(){
Debug.Log("Im getting called");
foreach (Building building in buildings){
bool buildingExists = false;
foreach (BuildingState buildingState in DBmanager.buildingStates){
if(buildingState.id == building.buildingData.buildingName){
buildingExists =true;
building.curLevel = buildingState.level;
building.transform.position = (buildingState.position != Vector3.zero) ? buildingState.position : building.transform.position;
building.lastCollected = buildingState.lastCollectedTimestamp;
break;
}
}
building.gameObject.SetActive(buildingExists);
}
}
public void OnClickBuyBuilding(BuildingData buildingData){
DBmanager.AddBuilding(buildingData);
}
}
using System;
using EasyButtons;
using UnityEngine;
public class BuildingManager : MonoBehaviour
{
public Building[] buildings;
[Button]
void GetAllBuildings(){
buildings = FindObjectsOfType<Building>();
}
void Start()
{
DBmanager.OnStateChanged.AddListener(UpdateBuildings);
UpdateBuildings();
}
public void UpdateBuildings(){
Debug.Log("Im getting called");
foreach (Building building in buildings){
bool buildingExists = false;
foreach (BuildingState buildingState in DBmanager.buildingStates){
if(buildingState.id == building.buildingData.buildingName){
buildingExists =true;
building.curLevel = buildingState.level;
building.transform.position = (buildingState.position != Vector3.zero) ? buildingState.position : building.transform.position;
building.lastCollected = buildingState.lastCollectedTimestamp;
break;
}
}
building.gameObject.SetActive(buildingExists);
}
}
public void OnClickBuyBuilding(BuildingData buildingData){
DBmanager.AddBuilding(buildingData);
}
}