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70 行
1.9 KiB
70 行
1.9 KiB
using System.Collections;
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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public class Player
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{
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public struct OwnerPlayerId : IComponentData
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{
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public static OwnerPlayerId Default => new OwnerPlayerId {Value = -1};
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[GhostDefaultField]
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public int Value;
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}
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public struct State : IComponentData
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{
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[GhostDefaultField]
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public int playerId;
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[GhostDefaultField]
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public NativeString64 playerName;
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[GhostDefaultField]
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public int teamIndex;
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[GhostDefaultField]
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public int score;
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//[ReplicatedField]
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public Entity controlledEntity;
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[GhostDefaultField]
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public bool gameModeSystemInitialized;
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// These are only sync'hed to owning client
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[GhostDefaultField]
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public bool displayCountDown;
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[GhostDefaultField]
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public int countDown;
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[GhostDefaultField]
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public bool displayScoreBoard;
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[GhostDefaultField]
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public bool displayGameScore;
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[GhostDefaultField]
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public bool displayGameResult;
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[GhostDefaultField]
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public NativeString64 gameResult;
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[GhostDefaultField]
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public bool displayGoal;
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[GhostDefaultField(100)]
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public float3 goalPosition;
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[GhostDefaultField]
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public uint goalDefendersColor;
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[GhostDefaultField]
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public uint goalAttackersColor;
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[GhostDefaultField]
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public uint goalAttackers;
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[GhostDefaultField]
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public uint goalDefenders;
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[GhostDefaultField]
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public NativeString64 goalString;
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[GhostDefaultField]
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public NativeString64 actionString;
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[GhostDefaultField(100)]
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public float goalCompletion;
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// Non synchronized
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public bool enableCharacterSwitch;
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}
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}
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