Mirror intergrated, WIP on Client Prediction v1
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@@ -1,41 +1,41 @@
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using System;
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using EasyButtons;
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using UnityEngine;
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public class BuildingManager : MonoBehaviour
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{
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public Building[] buildings;
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[Button]
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void GetAllBuildings(){
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buildings = FindObjectsOfType<Building>();
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}
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void Start()
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{
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DBmanager.OnStateChanged.AddListener(UpdateBuildings);
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UpdateBuildings();
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}
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public void UpdateBuildings(){
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Debug.Log("Im getting called");
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foreach (Building building in buildings){
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bool buildingExists = false;
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foreach (BuildingState buildingState in DBmanager.buildingStates){
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if(buildingState.id == building.buildingData.buildingName){
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buildingExists =true;
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building.curLevel = buildingState.level;
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building.transform.position = (buildingState.position != Vector3.zero) ? buildingState.position : building.transform.position;
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building.lastCollected = buildingState.lastCollectedTimestamp;
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break;
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}
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}
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building.gameObject.SetActive(buildingExists);
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}
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}
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public void OnClickBuyBuilding(BuildingData buildingData){
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DBmanager.AddBuilding(buildingData);
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}
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}
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using System;
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using EasyButtons;
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using UnityEngine;
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public class BuildingManager : MonoBehaviour
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{
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public Building[] buildings;
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[Button]
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void GetAllBuildings(){
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buildings = FindObjectsOfType<Building>();
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}
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void Start()
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{
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DBmanager.OnStateChanged.AddListener(UpdateBuildings);
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UpdateBuildings();
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}
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public void UpdateBuildings(){
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Debug.Log("Im getting called");
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foreach (Building building in buildings){
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bool buildingExists = false;
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foreach (BuildingState buildingState in DBmanager.buildingStates){
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if(buildingState.id == building.buildingData.buildingName){
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buildingExists =true;
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building.curLevel = buildingState.level;
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building.transform.position = (buildingState.position != Vector3.zero) ? buildingState.position : building.transform.position;
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building.lastCollected = buildingState.lastCollectedTimestamp;
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break;
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}
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}
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building.gameObject.SetActive(buildingExists);
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}
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}
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public void OnClickBuyBuilding(BuildingData buildingData){
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DBmanager.AddBuilding(buildingData);
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}
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}
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