Progress character customization
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@@ -11,7 +11,6 @@ namespace Client
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{
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private EntityQuery _pendingNetworkIdQuery;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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//Get all entities connected to the server (having networkID), but not in game yet (no NetworkStreamInGame)
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@@ -23,42 +22,36 @@ namespace Client
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state.RequireForUpdate<ClientTeamRequest>();
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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//Get Requested team and all network ids that want to join
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var teamrequest = SystemAPI.GetSingleton<ClientTeamRequest>();
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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var requestedTeam = SystemAPI.GetSingleton<ClientTeamRequest>().Value;
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var requestedColor = SystemAPI.GetSingleton<ClientTeamRequest>().Color;
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var pendingNetworkIds = _pendingNetworkIdQuery.ToEntityArray(Allocator.Temp);
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foreach (var pendingNetworkId in pendingNetworkIds)
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{
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//mark network ID as joined in game - it will receive Snapshots
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ecb.AddComponent<NetworkStreamInGame>(pendingNetworkId);
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//create entity that holds request
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var requestTeamEntity = ecb.CreateEntity();
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//Give entity Rpc command request and team request so that the server can handle it
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ecb.AddComponent(requestTeamEntity, new TdTeamRequest
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{
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Value = requestedTeam,
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Color = requestedColor
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Value = teamrequest.Value,
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Color = teamrequest.Color
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});
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ecb.AddComponent(requestTeamEntity, new SendRpcCommandRequest()
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{
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TargetConnection = pendingNetworkId
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});
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//Broadcast Rpc
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ecb.Playback(state.EntityManager);
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}
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}
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[BurstCompile]
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public void OnDestroy(ref SystemState state)
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{
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//Broadcast Rpc
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ecb.Playback(state.EntityManager);
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}
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}
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}
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@@ -6,7 +6,7 @@ namespace Client
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{
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public struct ClientTeamRequest : IComponentData
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{
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public TeamType Value;
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public Color Color;
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public TeamType Value;
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public Color Color;
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}
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}
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