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using Unity.Netcode;
using UnityEngine;
namespace LobbyRelaySample.inGame
{
/// <summary>
/// This holds the logic and data for an individual symbol, which can be "clicked" if the server detects the collision with a player who sends a click input.
/// </summary>
public class SymbolObject : NetworkBehaviour
{
[SerializeField] private SymbolData m_symbolData;
[SerializeField] private SpriteRenderer m_renderer;
[HideInInspector] public NetworkVariable<int> symbolIndex; // The index into SymbolData, not the index of this object.
private ulong m_localId;
public override void OnNetworkSpawn()
{
symbolIndex.OnValueChanged += OnSymbolIndexSet;
m_localId = NetworkManager.Singleton.LocalClientId;
}
/// <summary>
/// Because of the need to distinguish host vs. client calls, we use the symbolIndex NetworkVariable to learn what symbol to display.
/// </summary>
private void OnSymbolIndexSet(int prevValue, int newValue)
{
m_renderer.sprite = m_symbolData.GetSymbolForIndex(symbolIndex.Value);
symbolIndex.OnValueChanged -= OnSymbolIndexSet;
}
/// <summary>
/// The host has detected a player clicking on this symbol, but it also needs to check if this symbol is next in that player's target sequence.
/// </summary>
[ClientRpc]
public void OnSelect_ClientRpc(ulong id)
{
if (m_localId == id)
Locator.Get.InGameInputHandler.OnPlayerInput(this);
}
/// <summary>
/// The host has confirmed this symbol as a valid selection, so handle any visual feedback.
/// </summary>
public void OnSelectConfirmed()
{
Destroy_ServerRpc();
}
[ServerRpc(RequireOwnership = false)]
private void Destroy_ServerRpc()
{
// Actually destroying the symbol objects can cause garbage collection and other delays that might lead to desyncs.
// Instead, just deactivate the object, and it will be cleaned up once the NetworkManager is destroyed.
// (If object pooling, this is where to instead return it to the pool.)
this.transform.localPosition = Vector3.down * 500;
// TODO: Visually disappear immediately.
}
}
}