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共有 16 个文件被更改,包括 1271 次插入1202 次删除
  1. 998
      Assets/Art/Font/CheckboxFLF SDF.asset
  2. 4
      Assets/Art/Icons/CursorIcon.png.meta
  3. 199
      Assets/Prefabs/NGO/InGameLogic.prefab
  4. 4
      Assets/Prefabs/NGO/PlayerCursor.prefab
  5. 54
      Assets/Prefabs/NGO/SymbolContainer.prefab
  6. 28
      Assets/Prefabs/NGO/SymbolObject.prefab
  7. 4
      Assets/Scenes/mainScene.unity
  8. 3
      Assets/Scripts/GameLobby/LobbyRelaySample.asmdef
  9. 10
      Assets/Scripts/GameLobby/NGO/InGameRunner.cs
  10. 33
      Assets/Scripts/GameLobby/NGO/SymbolContainer.cs
  11. 16
      Assets/Scripts/GameLobby/NGO/SymbolObject.cs
  12. 4
      Assets/Scripts/GameLobby/Relay/RelayAPIInterface.cs
  13. 5
      ProjectSettings/BurstAotSettings_StandaloneWindows.json
  14. 2
      ProjectSettings/CommonBurstAotSettings.json
  15. 1001
      Assets/Art/Icons/CursorSprite.png
  16. 108
      Assets/Art/Icons/CursorSprite.png.meta

998
Assets/Art/Font/CheckboxFLF SDF.asset
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4
Assets/Art/Icons/CursorIcon.png.meta


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199
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Assets/Scenes/mainScene.unity


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3
Assets/Scripts/GameLobby/LobbyRelaySample.asmdef


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10
Assets/Scripts/GameLobby/NGO/InGameRunner.cs


[SerializeField]
private NetworkObject m_symbolContainerPrefab = default;
[SerializeField]
private NetworkObject m_symbolObjectPrefab = default;
private SymbolObject m_symbolObjectPrefab = default;
[SerializeField]
private SequenceSelector m_sequenceSelector = default;
[SerializeField]

{
int index = SequenceSelector.k_symbolCount - m_pendingSymbolPositions.Count;
Vector3 pendingPos = m_pendingSymbolPositions.Dequeue();
NetworkObject symbolObj = NetworkObject.Instantiate(m_symbolObjectPrefab);
symbolObj.Spawn();
var symbolObj = Instantiate(m_symbolObjectPrefab);
symbolObj.NetworkObject.Spawn();
symbolObj.TrySetParent(m_symbolContainerInstance, false);
symbolObj.transform.localPosition = pendingPos;
symbolObj.NetworkObject.TrySetParent(m_symbolContainerInstance, false);
symbolObj.SetPosition_Server(pendingPos);
symbolObj.GetComponent<SymbolObject>().symbolIndex.Value = m_sequenceSelector.GetNextSymbol(index);
m_remainingSymbolCount++;
}

33
Assets/Scripts/GameLobby/NGO/SymbolContainer.cs


using Unity.Netcode;
using System;
using Unity.Netcode;
using Unity.Netcode.Components;
namespace LobbyRelaySample.ngo
{

/// </summary>
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(NetworkTransform))]
[SerializeField] private Rigidbody m_rb = default;
[SerializeField] private float m_speed = 1;
[SerializeField]
private float m_speed = 1;
/// <summary>
/// Verify both that the game has started and that the network connection is working before moving the symbols.
/// </summary>

public void Start()
{
if (!IsHost)
{ this.enabled = false; // Just disabling this script, not the whole GameObject.
{
this.enabled = false; // Just disabling this script, not the whole GameObject.
GetComponent<NetworkObject>().Spawn();
}

{
m_isConnected = true;
m_rb.MovePosition(Vector3.up * 10);
if (m_hasGameStarted)
BeginMotion();
transform.position = Vector3.up * 10;
void Update()
{
if (!IsHost)
return;
if (!m_hasGameStarted)
return;
BeginMotion();
}
m_rb.velocity = Vector3.down * m_speed;
transform.position += Time.deltaTime * m_speed*Vector3.down;
{ Locator.Get.Messenger.Unsubscribe(this);
{
Locator.Get.Messenger.Unsubscribe(this);
OnGameStarted();
}
}

16
Assets/Scripts/GameLobby/NGO/SymbolObject.cs


using System.Collections;
using System;
using System.Collections;
using VivoxUnity;
namespace LobbyRelaySample.ngo
{

m_renderer.sprite = m_symbolData.GetSymbolForIndex(symbolIndex.Value);
symbolIndex.OnValueChanged -= OnSymbolIndexSet;
}
public void SetPosition_Server(Vector3 newPosition)
{
SetPosition_ClientRpc(newPosition);
}
[ClientRpc]
void SetPosition_ClientRpc(Vector3 newPosition)
{
transform.localPosition = newPosition;
}
[ServerRpc]
public void ClickedSequence_ServerRpc(ulong clickerPlayerId)

4
Assets/Scripts/GameLobby/Relay/RelayAPIInterface.cs


using System;
using Unity.Services.Relay.Models;
using UnityEngine;
using Unity.Services.Relay;
using RelayService = Unity.Services.Relay.Relay;
namespace LobbyRelaySample.relay
{

else
onComplete?.Invoke(response);
}
;
}
/// <summary>

5
ProjectSettings/BurstAotSettings_StandaloneWindows.json


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2
ProjectSettings/CommonBurstAotSettings.json


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1001
Assets/Art/Icons/CursorSprite.png
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108
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