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reverting some changes to CharSelectData, ClientCharSelectState isn't a NetworkObject anymore.
Reverting NetcodeHook to this branch's asset ID, so we don't break too many things in current branch (fixed develop's refs to use this as well)
1 parent 4031e5d commit 9b5323b

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8 files changed

+36
-25
lines changed

8 files changed

+36
-25
lines changed

Assets/Prefabs/State/BossRoomState.prefab

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m_Layer: 0
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m_Name: BossRoomState
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m_TagString: Untagged
@@ -91,7 +91,7 @@ MonoBehaviour:
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TypeName: Unity.Multiplayer.Samples.BossRoom.Shared.ApplicationController
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autoRun: 1
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autoInjectGameObjects: []
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m_NetcodeHooks: {fileID: 1290852967062359934}
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m_NetcodeHooks: {fileID: 1746867991429315596}
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m_NetworkGameStateTransform: {fileID: 11400000, guid: 07bddcdf06738e74cb79d30065ff96af, type: 2}
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m_PlayerPrefab: {fileID: 6009713983291384767, guid: 8237adf32a9b6de4892e6febe6b4bdef, type: 3}
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m_PlayerSpawnPoints:
@@ -103,7 +103,7 @@ MonoBehaviour:
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Assets/Prefabs/State/CharSelectState.prefab

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- component: {fileID: 1092063945021251778}
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m_Layer: 0
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m_Name: CharSelectState
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m_TagString: Untagged
@@ -67,6 +67,7 @@ MonoBehaviour:
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TypeName: Unity.Multiplayer.Samples.BossRoom.Shared.ApplicationController
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autoRun: 1
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autoInjectGameObjects: []
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m_NetcodeHooks: {fileID: 4791671232360312601}
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m_ObjectHideFlags: 0
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Assets/Prefabs/State/PostGameState.prefab

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m_Layer: 0
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m_Name: PostGameState
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m_TagString: Untagged
@@ -67,7 +67,7 @@ MonoBehaviour:
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TypeName: Unity.Multiplayer.Samples.BossRoom.Shared.ApplicationController
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autoRun: 1
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autoInjectGameObjects: []
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m_NetcodeHooks: {fileID: 6576822806953781696}
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m_NetcodeHooks: {fileID: 1174523458406545985}
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TypeName: Unity.Multiplayer.Samples.BossRoom.Shared.ApplicationController
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autoInjectGameObjects: []
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Assets/Scenes/CharSelect.unity

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version https://git-lfs.github.com/spec/v1
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oid sha256:a06acfa155439752257373f6de50ef7537ffab69441f348510b27b67fe160ce5
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size 11023
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oid sha256:e662ef40c062018d8293952d9fbe1eb04c8550e5d3765332cfe737ea9b956abe
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size 7755

Assets/Scenes/CharSelectClient.unity

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@@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:0ddf334a7900d81da8171553af1e7bc5944cf76407f11f5d4fdeaded1dd3408c
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size 41757
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oid sha256:86df85977bd63d5a87a1882d6ca0b5e214fd6916ec38ffb016f5ec886c8f47f2
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size 42187

Assets/Scripts/Gameplay/GameState/CharSelectData.cs

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@@ -79,6 +79,18 @@ private void Awake()
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m_LobbyPlayers = new NetworkList<LobbyPlayerState>();
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}
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public Action OnNetworkSpawnCallback;
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public override void OnNetworkSpawn()
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{
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OnNetworkSpawnCallback?.Invoke();
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}
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public Action OnNetworkDespawnCallback;
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public override void OnNetworkDespawn()
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{
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OnNetworkDespawnCallback?.Invoke();
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}
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/// <summary>
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/// Current state of all players in the lobby.
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/// </summary>

Assets/Scripts/Gameplay/GameState/ClientCharSelectState.cs

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@@ -20,8 +20,6 @@ public class ClientCharSelectState : GameStateBehaviour
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/// </summary>
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public static ClientCharSelectState Instance { get; private set; }
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[SerializeField]
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NetcodeHooks m_NetcodeHooks;
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public override GameState ActiveState { get { return GameState.CharSelect; } }
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public CharSelectData CharSelectData { get; private set; }
@@ -116,8 +114,8 @@ protected override void Awake()
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// TODO inject or find another way to find CharSelectData
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CharSelectData = FindObjectOfType<CharSelectData>();
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m_NetcodeHooks.OnNetworkSpawnHook += OnNetworkSpawn;
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m_NetcodeHooks.OnNetworkDespawnHook += OnNetworkDespawn;
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CharSelectData.OnNetworkSpawnCallback += OnSpawn; if (CharSelectData.IsSpawned) OnSpawn();
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CharSelectData.OnNetworkDespawnCallback += OnDespawn;
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m_LobbyUIElementsByMode = new Dictionary<LobbyMode, List<GameObject>>()
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{
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UpdateCharacterSelection(CharSelectData.SeatState.Inactive);
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}
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void OnNetworkDespawn()
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void OnDespawn()
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{
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if (CharSelectData)
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{
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}
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}
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void OnNetworkSpawn()
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void OnSpawn()
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{
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if (!NetworkManager.Singleton.IsClient)
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{

Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetcodeHooks.cs.meta

Lines changed: 4 additions & 4 deletions
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