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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="PlayerManager.cs" company="Exit Games GmbH">
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// Part of: Photon Unity Networking Demos
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// </copyright>
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// <summary>
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// Used in PUN Basics Tutorial to deal with the networked player instance
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// </summary>
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// <author>developer@exitgames.com</author>
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// --------------------------------------------------------------------------------------------------------------------
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace Photon.Pun.Demo.PunBasics
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{
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#pragma warning disable 649
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/// <summary>
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/// Player manager.
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/// Handles fire Input and Beams.
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/// </summary>
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public class PlayerManager : MonoBehaviourPunCallbacks, IPunObservable
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{
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#region Public Fields
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[Tooltip("The current Health of our player")]
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public float Health = 1f;
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[Tooltip("The local player instance. Use this to know if the local player is represented in the Scene")]
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public static GameObject LocalPlayerInstance;
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#endregion
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#region Private Fields
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[Tooltip("The Player's UI GameObject Prefab")]
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[SerializeField]
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private GameObject playerUiPrefab;
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[Tooltip("The Beams GameObject to control")]
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[SerializeField]
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private GameObject beams;
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//True, when the user is firing
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bool IsFiring;
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#endregion
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#region MonoBehaviour CallBacks
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/// <summary>
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/// MonoBehaviour method called on GameObject by Unity during early initialization phase.
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/// </summary>
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public void Awake()
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{
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if (this.beams == null)
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{
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Debug.LogError("<Color=Red><b>Missing</b></Color> Beams Reference.", this);
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}
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else
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{
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this.beams.SetActive(false);
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}
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// #Important
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// used in GameManager.cs: we keep track of the localPlayer instance to prevent instanciation when levels are synchronized
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if (photonView.IsMine)
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{
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LocalPlayerInstance = gameObject;
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}
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// #Critical
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// we flag as don't destroy on load so that instance survives level synchronization, thus giving a seamless experience when levels load.
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DontDestroyOnLoad(gameObject);
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}
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/// <summary>
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/// MonoBehaviour method called on GameObject by Unity during initialization phase.
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/// </summary>
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public void Start()
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{
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CameraWork _cameraWork = gameObject.GetComponent<CameraWork>();
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if (_cameraWork != null)
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{
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if (photonView.IsMine)
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{
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_cameraWork.OnStartFollowing();
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}
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}
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else
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{
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Debug.LogError("<Color=Red><b>Missing</b></Color> CameraWork Component on player Prefab.", this);
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}
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// Create the UI
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if (this.playerUiPrefab != null)
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{
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GameObject _uiGo = Instantiate(this.playerUiPrefab);
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_uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver);
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}
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else
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{
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Debug.LogWarning("<Color=Red><b>Missing</b></Color> PlayerUiPrefab reference on player Prefab.", this);
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}
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#if UNITY_5_4_OR_NEWER
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// Unity 5.4 has a new scene management. register a method to call CalledOnLevelWasLoaded.
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UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
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#endif
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}
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public override void OnDisable()
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{
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// Always call the base to remove callbacks
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base.OnDisable ();
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#if UNITY_5_4_OR_NEWER
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UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
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#endif
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}
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/// <summary>
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/// MonoBehaviour method called on GameObject by Unity on every frame.
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/// Process Inputs if local player.
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/// Show and hide the beams
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/// Watch for end of game, when local player health is 0.
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/// </summary>
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public void Update()
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{
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// we only process Inputs and check health if we are the local player
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if (photonView.IsMine)
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{
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this.ProcessInputs();
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if (this.Health <= 0f)
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{
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GameManager.Instance.LeaveRoom();
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}
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}
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if (this.beams != null && this.IsFiring != this.beams.activeInHierarchy)
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{
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this.beams.SetActive(this.IsFiring);
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}
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}
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/// <summary>
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/// MonoBehaviour method called when the Collider 'other' enters the trigger.
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/// Affect Health of the Player if the collider is a beam
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/// Note: when jumping and firing at the same, you'll find that the player's own beam intersects with itself
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/// One could move the collider further away to prevent this or check if the beam belongs to the player.
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/// </summary>
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public void OnTriggerEnter(Collider other)
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{
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if (!photonView.IsMine)
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{
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return;
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}
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// We are only interested in Beamers
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// we should be using tags but for the sake of distribution, let's simply check by name.
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if (!other.name.Contains("Beam"))
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{
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return;
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}
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this.Health -= 0.1f;
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}
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/// <summary>
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/// MonoBehaviour method called once per frame for every Collider 'other' that is touching the trigger.
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/// We're going to affect health while the beams are interesting the player
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/// </summary>
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/// <param name="other">Other.</param>
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public void OnTriggerStay(Collider other)
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{
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// we dont' do anything if we are not the local player.
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if (!photonView.IsMine)
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{
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return;
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}
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// We are only interested in Beamers
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// we should be using tags but for the sake of distribution, let's simply check by name.
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if (!other.name.Contains("Beam"))
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{
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return;
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}
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// we slowly affect health when beam is constantly hitting us, so player has to move to prevent death.
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this.Health -= 0.1f*Time.deltaTime;
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}
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#if !UNITY_5_4_OR_NEWER
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/// <summary>See CalledOnLevelWasLoaded. Outdated in Unity 5.4.</summary>
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void OnLevelWasLoaded(int level)
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{
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this.CalledOnLevelWasLoaded(level);
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}
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#endif
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/// <summary>
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/// MonoBehaviour method called after a new level of index 'level' was loaded.
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/// We recreate the Player UI because it was destroy when we switched level.
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/// Also reposition the player if outside the current arena.
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/// </summary>
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/// <param name="level">Level index loaded</param>
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void CalledOnLevelWasLoaded(int level)
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{
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// check if we are outside the Arena and if it's the case, spawn around the center of the arena in a safe zone
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if (!Physics.Raycast(transform.position, -Vector3.up, 5f))
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{
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transform.position = new Vector3(0f, 5f, 0f);
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}
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GameObject _uiGo = Instantiate(this.playerUiPrefab);
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_uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver);
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}
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#endregion
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#region Private Methods
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#if UNITY_5_4_OR_NEWER
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void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadingMode)
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{
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this.CalledOnLevelWasLoaded(scene.buildIndex);
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}
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#endif
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/// <summary>
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/// Processes the inputs. This MUST ONLY BE USED when the player has authority over this Networked GameObject (photonView.isMine == true)
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/// </summary>
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void ProcessInputs()
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{
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if (Input.GetButtonDown("Fire1"))
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{
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// we don't want to fire when we interact with UI buttons for example. IsPointerOverGameObject really means IsPointerOver*UI*GameObject
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// notice we don't use on on GetbuttonUp() few lines down, because one can mouse down, move over a UI element and release, which would lead to not lower the isFiring Flag.
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if (EventSystem.current.IsPointerOverGameObject())
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{
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// return;
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}
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if (!this.IsFiring)
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{
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this.IsFiring = true;
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}
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}
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if (Input.GetButtonUp("Fire1"))
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{
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if (this.IsFiring)
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{
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this.IsFiring = false;
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}
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}
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}
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#endregion
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#region IPunObservable implementation
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public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
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{
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if (stream.IsWriting)
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{
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// We own this player: send the others our data
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stream.SendNext(this.IsFiring);
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stream.SendNext(this.Health);
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}
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else
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{
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// Network player, receive data
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this.IsFiring = (bool)stream.ReceiveNext();
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this.Health = (float)stream.ReceiveNext();
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}
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}
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#endregion
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}
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}
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