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Nitpick edits from the merged branch.

/main/staging/vivox_package_integration
nathaniel.buck@unity3d.com 3 年前
当前提交
15c689b7
共有 4 个文件被更改,包括 150 次插入336 次删除
  1. 447
      Assets/Scenes/mainScene.unity
  2. 39
      Assets/Scripts/Game/LobbyUser.cs
  3. 0
      /Assets/Scripts/Game/LocalUserAudio.cs
  4. 0
      /Assets/Scripts/Game/LocalUserAudio.cs.meta

447
Assets/Scenes/mainScene.unity


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propertyPath: m_AnchoredPosition.y
value: 0
objectReference: {fileID: 0}

39
Assets/Scripts/Game/LobbyUser.cs


{
None = 0,
Connecting = 1, // User has joined a lobby but has not yet connected to Relay.
Lobby = 2, // User is in a lobby and connected to Relay.
Ready = 4, // User has selected the ready button, to ready for the "game" to start.
InGame = 8, // User is part of a "game" that has started.
Menu = 16 // User is not in a lobby, in one of the main menus.
Lobby = 2, // User is in a lobby and connected to Relay.
Ready = 4, // User has selected the ready button, to ready for the "game" to start.
InGame = 8, // User is part of a "game" that has started.
Menu = 16 // User is not in a lobby, in one of the main menus.
}
/// <summary>

}
}
public string ID
public EmoteType Emote
get => m_data.ID;
get => m_data.Emote;
if (m_data.ID != value)
if (m_data.Emote != value)
m_data.ID = value;
m_lastChanged = UserMembers.ID;
m_data.Emote = value;
m_lastChanged = UserMembers.Emote;
public EmoteType Emote
public string ID
get => m_data.Emote;
get => m_data.ID;
if (m_data.Emote != value)
if (m_data.ID != value)
m_data.Emote = value;
m_lastChanged = UserMembers.Emote;
m_data.ID = value;
m_lastChanged = UserMembers.ID;
OnChanged(this);
}
}

public UserStatus UserStatus
{
get => m_userStatus;

{
UserData data = observed.m_data;
int lastChanged = // Set flags just for the members that will be changed.
(m_data.IsHost == data.IsHost ? 0 : (int)UserMembers.IsHost) |
(m_data.IsHost == data.IsHost ? 0 : (int)UserMembers.IsHost) |
(m_data.ID == data.ID ? 0 : (int)UserMembers.ID) |
(m_data.Emote == data.Emote ? 0 : (int)UserMembers.Emote) |
(m_data.UserStatus == data.UserStatus ? 0 : (int)UserMembers.UserStatus) |
(m_data.HasVoice == data.HasVoice ? 0 : (int)UserMembers.HasVoice);
(m_data.ID == data.ID ? 0 : (int)UserMembers.ID) |
(m_data.Emote == data.Emote ? 0 : (int)UserMembers.Emote) |
(m_data.UserStatus == data.UserStatus ? 0 : (int)UserMembers.UserStatus) |
(m_data.HasVoice == data.HasVoice ? 0 : (int)UserMembers.HasVoice);
if (lastChanged == 0) // Ensure something actually changed.
return;

/Assets/Scripts/Game/LocalUserVolume.cs → /Assets/Scripts/Game/LocalUserAudio.cs

/Assets/Scripts/Game/LocalUserVolume.cs.meta → /Assets/Scripts/Game/LocalUserAudio.cs.meta

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