64 lines
1.8 KiB
C#
64 lines
1.8 KiB
C#
using System;
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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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public static PlayerDataManager Instance { get; private set; }
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[Networked]
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public NetworkDictionary<PlayerRef, _PlayerMetaData> Players => default;
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public event Action<PlayerRef, string> OnChatMessageReceived;
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public override void Spawned()
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{
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Instance = this;
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}
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public override void Despawned(NetworkRunner runner, bool hasState)
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{
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if (Instance == this) Instance = null;
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}
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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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if (Object == null || !Object.IsValid) return;
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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 (Object == null || !Object.IsValid) return;
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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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[Rpc(RpcSources.All, RpcTargets.All)]
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public void RPC_SendChatMessage(PlayerRef sender, string message)
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{
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OnChatMessageReceived?.Invoke(sender, message);
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}
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public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)
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{
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metaData = default;
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// Kiểm tra xem object đã được Spawned chưa trước khi truy cập networked property
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if (Object == null || !Object.IsValid) return false;
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return Players.TryGet(playerRef, out metaData);
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}
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} |