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feat: ClientPlayerAvatarNetworkAnimator added to handle client synchronizations [MTT-3152] #886
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            50 changes: 0 additions & 50 deletions
          
          50 
        
  Assets/Scripts/Gameplay/GameplayObjects/Character/ClientAvatarGuidHandler.cs
  
  
      
      
   
        
      
      
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            70 changes: 70 additions & 0 deletions
          
          70 
        
  Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatarNetworkAnimator.cs
  
  
      
      
   
        
      
      
    
  
    
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              | Original file line number | Diff line number | Diff line change | 
|---|---|---|
| @@ -0,0 +1,70 @@ | ||
| using Unity.Netcode; | ||
| using Unity.Netcode.Components; | ||
| using UnityEngine; | ||
|  | ||
| namespace Unity.BossRoom.Gameplay.GameplayObjects.Character | ||
| { | ||
| /// <summary> | ||
| /// Component that spawns a PlayerAvatar's Avatar. It does this in two places: | ||
| /// 1) either inside OnNetworkSpawn() or | ||
| /// 2) inside NetworkAnimator's OnSynchronize method. | ||
| /// The latter is necessary for clients receiving initial synchronizing data, where the Animator needs to be present | ||
| /// and bound (Animator.Bind()) *before* the incoming animation data is applied. | ||
| /// </summary> | ||
| public class ClientPlayerAvatarNetworkAnimator : NetworkAnimator | ||
| { | ||
| [SerializeField] | ||
| NetworkAvatarGuidState m_NetworkAvatarGuidState; | ||
|  | ||
| bool m_AvatarInstantiated; | ||
|  | ||
| public override void OnNetworkSpawn() | ||
| { | ||
| base.OnNetworkSpawn(); | ||
| if (!IsClient || m_AvatarInstantiated) | ||
| { | ||
| return; | ||
| } | ||
|  | ||
| InstantiateAvatar(); | ||
| } | ||
|  | ||
| public override void OnNetworkDespawn() | ||
| { | ||
| base.OnNetworkDespawn(); | ||
| m_AvatarInstantiated = false; | ||
| var avatarGraphics = Animator.transform.GetChild(0); | ||
| if (avatarGraphics != null) | ||
| { | ||
| Destroy(avatarGraphics.gameObject); | ||
| } | ||
| } | ||
|  | ||
| protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer) | ||
|         
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| { | ||
| if (NetworkManager.Singleton.IsClient && !m_AvatarInstantiated) | ||
| { | ||
| InstantiateAvatar(); | ||
| } | ||
|  | ||
| base.OnSynchronize(ref serializer); | ||
| } | ||
|  | ||
| void InstantiateAvatar() | ||
| { | ||
| if (Animator.transform.childCount > 0) | ||
| { | ||
| // we may receive a NetworkVariable's OnValueChanged callback more than once as a client | ||
| // this makes sure we don't spawn a duplicate graphics GameObject | ||
| return; | ||
| } | ||
|  | ||
| // spawn avatar graphics GameObject | ||
| Instantiate(m_NetworkAvatarGuidState.RegisteredAvatar.Graphics, Animator.transform); | ||
|  | ||
| Animator.Rebind(); | ||
|  | ||
| m_AvatarInstantiated = true; | ||
| } | ||
| } | ||
| } | ||
        
          
  
    
      
          
            2 changes: 1 addition & 1 deletion
          
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  ...Character/ClientAvatarGuidHandler.cs.meta → ...ClientPlayerAvatarNetworkAnimator.cs.meta
  
  
      
      
   
        
      
      
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