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NetworkProximityChecker: syntax improved to simplify code
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@ -48,21 +48,15 @@ public override bool OnCheckObserver(NetworkConnection newObserver)
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return false;
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return false;
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// this cant use newObserver.playerControllers[0]. must iterate to find a valid player.
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// this cant use newObserver.playerControllers[0]. must iterate to find a valid player.
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GameObject player = null;
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PlayerController controller = newObserver.playerControllers.Find(
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for (int i = 0; i < newObserver.playerControllers.Count; i++)
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pc => pc != null && pc.gameObject != null
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);
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if (controller != null)
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{
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{
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var p = newObserver.playerControllers[i];
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GameObject player = controller.gameObject;
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if (p != null && p.gameObject != null)
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return Vector3.Distance(player.transform.position, transform.position) < visRange;
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{
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player = p.gameObject;
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break;
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}
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}
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}
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if (player == null)
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return false;
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return false;
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var pos = player.transform.position;
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return (pos - transform.position).magnitude < visRange;
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}
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}
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public override bool OnRebuildObservers(HashSet<NetworkConnection> observers, bool initial)
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public override bool OnRebuildObservers(HashSet<NetworkConnection> observers, bool initial)
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