Added proximity checking to NetworkedTransform
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a44141a966
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@ -10,8 +10,8 @@ namespace MLAP
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{
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public class NetworkedTransform : NetworkedBehaviour
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{
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[Range(0, 120)]
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public int SendsPerSecond = 20;
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[Range(0f, 120f)]
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public float SendsPerSecond = 20;
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[Tooltip("This assumes that the SendsPerSecond is synced across clients")]
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public bool AssumeSyncedSends = true;
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[Tooltip("This requires AssumeSyncedSends to be true")]
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@ -32,6 +32,10 @@ namespace MLAP
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private Vector3 lastSentPos;
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private Quaternion lastSentRot;
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public bool EnableProximity = false;
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[Header("If enable proximity is turned on, on clients within this range will be recieving position updates from the server")]
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public float ProximityRange = 50;
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private void OnValidate()
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{
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if (!AssumeSyncedSends && InterpolatePosition)
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@ -161,7 +165,20 @@ namespace MLAP
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writer.Write(yRot);
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writer.Write(zRot);
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}
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SendToNonLocalClientsTarget("MLAPI_OnRecieveTransformFromServer", "MLAPI_POSITION_UPDATE", writeStream.GetBuffer());
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if(EnableProximity)
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{
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for (int i = 0; i < NetworkingManager.singleton.connectedClients.Count; i++)
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{
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if (Vector3.Distance(NetworkingManager.singleton.connectedClients[i].PlayerObject.transform.position, transform.position) <= ProximityRange)
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{
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SendToClientTarget(NetworkingManager.singleton.connectedClients[i].ClientId, "MLAPI_OnRecieveTransformFromServer", "MLAPI_POSITION_UPDATE", writeStream.GetBuffer());
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}
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}
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}
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else
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{
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SendToNonLocalClientsTarget("MLAPI_OnRecieveTransformFromServer", "MLAPI_POSITION_UPDATE", writeStream.GetBuffer());
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}
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}
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}
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}
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