mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-29 01:44:19 +00:00
428 lines
16 KiB
C#
428 lines
16 KiB
C#
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Mirror
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{
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/// <summary>
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/// A component to synchronize Mecanim animation states for networked objects.
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/// </summary>
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/// <remarks>
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/// <para>The animation of game objects can be networked by this component. There are two models of authority for networked movement:</para>
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/// <para>If the object has authority on the client, then it should animated locally on the owning client. The animation state information will be sent from the owning client to the server, then broadcast to all of the other clients. This is common for player objects.</para>
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/// <para>If the object has authority on the server, then it should be animated on the server and state information will be sent to all clients. This is common for objects not related to a specific client, such as an enemy unit.</para>
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/// <para>The NetworkAnimator synchronizes the animation parameters that are checked in the inspector view. It does not automatically sychronize triggers. The function SetTrigger can by used by an object with authority to fire an animation trigger on other clients.</para>
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/// </remarks>
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/NetworkAnimator")]
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[RequireComponent(typeof(NetworkIdentity))]
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[HelpURL("https://mirror-networking.com/xmldocs/articles/Components/NetworkAnimator.html")]
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public class NetworkAnimator : NetworkBehaviour
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{
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/// <summary>
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/// The animator component to synchronize.
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/// </summary>
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[FormerlySerializedAs("m_Animator")]
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public Animator animator;
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// Note: not an object[] array because otherwise initialization is real annoying
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int[] lastIntParameters;
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float[] lastFloatParameters;
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bool[] lastBoolParameters;
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AnimatorControllerParameter[] parameters;
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int[] animationHash; // multiple layers
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int[] transitionHash;
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float sendTimer;
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bool sendMessagesAllowed
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{
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get
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{
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if (isServer)
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{
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if (!localPlayerAuthority)
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return true;
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// This is a special case where we have localPlayerAuthority set
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// on a NetworkIdentity but we have not assigned the client who has
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// authority over it, no animator data will be sent over the network by the server.
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//
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// So we check here for a clientAuthorityOwner and if it is null we will
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// let the server send animation data until we receive an owner.
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if (netIdentity != null && netIdentity.clientAuthorityOwner == null)
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return true;
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}
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return hasAuthority;
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}
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}
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void Awake()
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{
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// store the animator parameters in a variable - the "Animator.parameters" getter allocates
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// a new parameter array every time it is accessed so we should avoid doing it in a loop
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parameters = animator.parameters;
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lastIntParameters = new int[parameters.Length];
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lastFloatParameters = new float[parameters.Length];
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lastBoolParameters = new bool[parameters.Length];
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animationHash = new int[animator.layerCount];
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transitionHash = new int[animator.layerCount];
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}
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void FixedUpdate()
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{
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if (!sendMessagesAllowed)
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return;
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CheckSendRate();
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for(int i = 0; i < animator.layerCount; i++)
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{
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int stateHash;
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float normalizedTime;
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if (!CheckAnimStateChanged(out stateHash, out normalizedTime, i))
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{
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continue;
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}
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NetworkWriter writer = new NetworkWriter();
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WriteParameters(writer);
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SendAnimationMessage(stateHash, normalizedTime, i, writer.ToArray());
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}
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}
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bool CheckAnimStateChanged(out int stateHash, out float normalizedTime, int layerId)
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{
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stateHash = 0;
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normalizedTime = 0;
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if (animator.IsInTransition(layerId))
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{
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AnimatorTransitionInfo tt = animator.GetAnimatorTransitionInfo(layerId);
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if (tt.fullPathHash != transitionHash[layerId])
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{
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// first time in this transition
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transitionHash[layerId] = tt.fullPathHash;
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animationHash[layerId] = 0;
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return true;
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}
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return false;
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}
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AnimatorStateInfo st = animator.GetCurrentAnimatorStateInfo(layerId);
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if (st.fullPathHash != animationHash[layerId])
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{
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// first time in this animation state
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if (animationHash[layerId] != 0)
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{
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// came from another animation directly - from Play()
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stateHash = st.fullPathHash;
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normalizedTime = st.normalizedTime;
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}
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transitionHash[layerId] = 0;
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animationHash[layerId] = st.fullPathHash;
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return true;
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}
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return false;
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}
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void CheckSendRate()
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{
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if (sendMessagesAllowed && syncInterval != 0 && sendTimer < Time.time)
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{
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sendTimer = Time.time + syncInterval;
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NetworkWriter writer = new NetworkWriter();
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if (WriteParameters(writer))
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{
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SendAnimationParametersMessage(writer.ToArray());
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}
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}
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}
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void SendAnimationMessage(int stateHash, float normalizedTime, int layerId, byte[] parameters)
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{
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if (isServer)
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{
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RpcOnAnimationClientMessage(stateHash, normalizedTime, layerId, parameters);
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}
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else if (ClientScene.readyConnection != null)
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{
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CmdOnAnimationServerMessage(stateHash, normalizedTime, layerId, parameters);
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}
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}
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void SendAnimationParametersMessage(byte[] parameters)
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{
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if (isServer)
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{
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RpcOnAnimationParametersClientMessage(parameters);
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}
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else if (ClientScene.readyConnection != null)
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{
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CmdOnAnimationParametersServerMessage(parameters);
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}
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}
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void HandleAnimMsg(int stateHash, float normalizedTime, int layerId, NetworkReader reader)
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{
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if (hasAuthority)
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return;
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// usually transitions will be triggered by parameters, if not, play anims directly.
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// NOTE: this plays "animations", not transitions, so any transitions will be skipped.
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// NOTE: there is no API to play a transition(?)
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if (stateHash != 0)
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{
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animator.Play(stateHash, layerId, normalizedTime);
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}
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ReadParameters(reader);
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}
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void HandleAnimParamsMsg(NetworkReader reader)
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{
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if (hasAuthority)
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return;
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ReadParameters(reader);
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}
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void HandleAnimTriggerMsg(int hash)
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{
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animator.SetTrigger(hash);
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}
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ulong NextDirtyBits()
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{
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ulong dirtyBits = 0;
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for (int i = 0; i < parameters.Length; i++)
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{
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AnimatorControllerParameter par = parameters[i];
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bool changed = false;
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if (par.type == AnimatorControllerParameterType.Int)
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{
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int newIntValue = animator.GetInteger(par.nameHash);
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changed = newIntValue != lastIntParameters[i];
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if (changed)
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{
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lastIntParameters[i] = newIntValue;
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}
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}
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else if (par.type == AnimatorControllerParameterType.Float)
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{
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float newFloatValue = animator.GetFloat(par.nameHash);
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changed = Mathf.Abs(newFloatValue - lastFloatParameters[i]) > 0.001f;
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if (changed)
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{
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lastFloatParameters[i] = newFloatValue;
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}
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}
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else if (par.type == AnimatorControllerParameterType.Bool)
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{
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bool newBoolValue = animator.GetBool(par.nameHash);
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changed = newBoolValue != lastBoolParameters[i];
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if (changed)
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{
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lastBoolParameters[i] = newBoolValue;
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}
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}
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if (changed)
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{
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dirtyBits |= 1ul << i;
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}
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}
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return dirtyBits;
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}
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bool WriteParameters(NetworkWriter writer)
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{
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ulong dirtyBits = NextDirtyBits();
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writer.WritePackedUInt64(dirtyBits);
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for (int i = 0; i < parameters.Length; i++)
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{
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if ((dirtyBits & (1ul << i)) == 0)
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continue;
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AnimatorControllerParameter par = parameters[i];
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if (par.type == AnimatorControllerParameterType.Int)
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{
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int newIntValue = animator.GetInteger(par.nameHash);
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writer.WritePackedInt32(newIntValue);
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}
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else if (par.type == AnimatorControllerParameterType.Float)
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{
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float newFloatValue = animator.GetFloat(par.nameHash);
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writer.WriteSingle(newFloatValue);
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}
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else if (par.type == AnimatorControllerParameterType.Bool)
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{
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bool newBoolValue = animator.GetBool(par.nameHash);
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writer.WriteBoolean(newBoolValue);
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}
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}
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return dirtyBits != 0;
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}
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void ReadParameters(NetworkReader reader)
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{
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ulong dirtyBits = reader.ReadPackedUInt64();
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for (int i = 0; i < parameters.Length; i++)
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{
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if ((dirtyBits & (1ul << i)) == 0)
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continue;
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AnimatorControllerParameter par = parameters[i];
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if (par.type == AnimatorControllerParameterType.Int)
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{
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int newIntValue = reader.ReadPackedInt32();
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animator.SetInteger(par.nameHash, newIntValue);
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}
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else if (par.type == AnimatorControllerParameterType.Float)
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{
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float newFloatValue = reader.ReadSingle();
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animator.SetFloat(par.nameHash, newFloatValue);
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}
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else if (par.type == AnimatorControllerParameterType.Bool)
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{
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bool newBoolValue = reader.ReadBoolean();
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animator.SetBool(par.nameHash, newBoolValue);
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}
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}
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}
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/// <summary>
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/// Custom Serialization
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/// </summary>
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/// <param name="writer"></param>
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/// <param name="forceAll"></param>
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/// <returns></returns>
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public override bool OnSerialize(NetworkWriter writer, bool forceAll)
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{
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if (forceAll)
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{
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for(int i = 0; i < animator.layerCount; i++)
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{
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if (animator.IsInTransition(i))
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{
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AnimatorStateInfo st = animator.GetNextAnimatorStateInfo(i);
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writer.WriteInt32(st.fullPathHash);
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writer.WriteSingle(st.normalizedTime);
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}
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else
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{
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AnimatorStateInfo st = animator.GetCurrentAnimatorStateInfo(i);
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writer.WriteInt32(st.fullPathHash);
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writer.WriteSingle(st.normalizedTime);
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}
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}
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WriteParameters(writer);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Custom Deserialization
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/// </summary>
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/// <param name="reader"></param>
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/// <param name="initialState"></param>
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public override void OnDeserialize(NetworkReader reader, bool initialState)
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{
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if (initialState)
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{
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for(int i = 0; i < animator.layerCount; i++)
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{
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int stateHash = reader.ReadInt32();
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float normalizedTime = reader.ReadSingle();
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animator.Play(stateHash, i, normalizedTime);
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}
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ReadParameters(reader);
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}
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}
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/// <summary>
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/// Causes an animation trigger to be invoked for a networked object.
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/// <para>If local authority is set, and this is called from the client, then the trigger will be invoked on the server and all clients. If not, then this is called on the server, and the trigger will be called on all clients.</para>
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/// </summary>
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/// <param name="triggerName">Name of trigger.</param>
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public void SetTrigger(string triggerName)
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{
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SetTrigger(Animator.StringToHash(triggerName));
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}
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/// <summary>
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/// Causes an animation trigger to be invoked for a networked object.
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/// </summary>
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/// <param name="hash">Hash id of trigger (from the Animator).</param>
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public void SetTrigger(int hash)
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{
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if (hasAuthority && localPlayerAuthority)
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{
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if (ClientScene.readyConnection != null)
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{
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CmdOnAnimationTriggerServerMessage(hash);
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}
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return;
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}
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if (isServer && !localPlayerAuthority)
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{
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RpcOnAnimationTriggerClientMessage(hash);
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}
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}
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#region server message handlers
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[Command]
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void CmdOnAnimationServerMessage(int stateHash, float normalizedTime, int layerId, byte[] parameters)
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{
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if (LogFilter.Debug) Debug.Log("OnAnimationMessage for netId=" + netId);
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// handle and broadcast
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HandleAnimMsg(stateHash, normalizedTime, layerId, new NetworkReader(parameters));
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RpcOnAnimationClientMessage(stateHash, normalizedTime, layerId, parameters);
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}
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[Command]
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void CmdOnAnimationParametersServerMessage(byte[] parameters)
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{
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// handle and broadcast
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HandleAnimParamsMsg(new NetworkReader(parameters));
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RpcOnAnimationParametersClientMessage(parameters);
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}
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[Command]
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void CmdOnAnimationTriggerServerMessage(int hash)
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{
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// handle and broadcast
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HandleAnimTriggerMsg(hash);
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RpcOnAnimationTriggerClientMessage(hash);
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}
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#endregion
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#region client message handlers
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[ClientRpc]
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void RpcOnAnimationClientMessage(int stateHash, float normalizedTime, int layerId, byte[] parameters)
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{
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HandleAnimMsg(stateHash, normalizedTime, layerId, new NetworkReader(parameters));
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}
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[ClientRpc]
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void RpcOnAnimationParametersClientMessage(byte[] parameters)
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{
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HandleAnimParamsMsg(new NetworkReader(parameters));
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}
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// server sends this to one client
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[ClientRpc]
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void RpcOnAnimationTriggerClientMessage(int hash)
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{
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HandleAnimTriggerMsg(hash);
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}
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#endregion
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}
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}
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