37 lines
994 B
C#
37 lines
994 B
C#
using Fusion;
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using UnityEngine;
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// struct quản lý thông tin
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public struct _PlayerMetaData : INetworkStruct
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{
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public NetworkString<_16> Name;
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public _Role Role;
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public NetworkBool IsReady;
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}
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public class _PlayerDataManager : NetworkBehaviour
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{
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[Networked]
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public NetworkDictionary<PlayerRef, _PlayerMetaData> Players => default;
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[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
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public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)
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{
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Players.Set(playerRef, metaData);
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}
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[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
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public void RPC_SetReady(PlayerRef playerRef, bool ready)
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{
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if (Players.TryGet(playerRef, out var data))
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{
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data.IsReady = ready;
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Players.Set(playerRef, data);
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}
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}
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public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)
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{
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return Players.TryGet(playerRef, out metaData);
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}
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} |