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feat: Added Network Transform Script Template
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using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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/*
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Documentation: https://mirror-networking.gitbook.io/docs/components/network-transform
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API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkTransformBase.html
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*/
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public class #SCRIPTNAME# : NetworkTransformBase
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{
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protected override Transform targetComponent => transform;
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// If you need this template to reference a child target,
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// replace the line above with the code below
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/*
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[Header("Target")]
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public Transform target;
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protected override Transform targetComponent => target;
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*/
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#region Unity Callbacks
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protected override void OnValidate()
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{
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base.OnValidate();
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}
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/// <summary>
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/// This calls Reset()
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/// </summary>
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protected override void OnEnable()
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{
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base.OnEnable();
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}
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/// <summary>
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/// This calls Reset()
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/// </summary>
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protected override void OnDisable()
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{
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base.OnDisable();
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}
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/// <summary>
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/// <summary>
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/// Buffers are cleared and interpolation times are reset to zero here.
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/// This may be called when you are implementing some system of not sending
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/// if nothing changed, or just plain resetting if you have not received data
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/// for some time, as this will prevent a long interpolation period between old
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/// and just received data, as it will look like a lag. Reset() should also be
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/// called when authority is changed to another client or server, to prevent
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/// old buffers bugging out the interpolation if authority is changed back.
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/// </summary>
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/// </summary>
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protected override void Reset()
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{
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base.Reset();
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}
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#endregion
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#region NT Base Callbacks
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/// <summary>
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/// NTSnapshot struct is created from incoming data from server
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/// and added to SnapshotInterpolation sorted list.
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/// You may want to skip calling the base method for the local player
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/// if doing client-side prediction, or perhaps pass altered values,
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/// or compare the server data to local values and correct large differences.
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/// </summary>
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protected override void OnServerToClientSync(Vector3? position, Quaternion? rotation, Vector3? scale)
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{
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base.OnServerToClientSync(position, rotation, scale);
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}
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/// <summary>
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/// NTSnapshot struct is created from incoming data from client
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/// and added to SnapshotInterpolation sorted list.
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/// You may want to implement anti-cheat checks here in client authority mode.
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/// </summary>
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protected override void OnClientToServerSync(Vector3? position, Quaternion? rotation, Vector3? scale)
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{
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base.OnClientToServerSync(position, rotation, scale);
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}
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/// <summary>
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/// Called by both CmdTeleport and RpcTeleport on server and clients, respectively.
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/// Here you can disable a Character Controller before calling the base method,
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/// and re-enabling it after the base method call to avoid conflicting with it.
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/// </summary>
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protected override void OnTeleport(Vector3 destination)
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{
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base.OnTeleport(destination);
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}
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/// <summary>
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/// NTSnapshot struct is created here
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/// </summary>
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protected override NTSnapshot ConstructSnapshot()
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{
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return base.ConstructSnapshot();
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}
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/// <summary>
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/// localPosition, localRotation, and localScale are set here:
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/// interpolated values are used if interpolation is enabled.
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/// goal values are used if interpolation is disabled.
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/// </summary>
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protected override void ApplySnapshot(NTSnapshot start, NTSnapshot goal, NTSnapshot interpolated)
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{
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base.ApplySnapshot(start, goal, interpolated);
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}
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#endregion
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#region GUI
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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// OnGUI allocates even if it does nothing. avoid in release.
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protected override void OnGUI()
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{
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base.OnGUI();
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}
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protected override void DrawGizmos(SortedList<double, NTSnapshot> buffer)
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{
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base.DrawGizmos(buffer);
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}
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protected override void OnDrawGizmos()
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{
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base.OnDrawGizmos();
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}
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#endif
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#endregion
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}
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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assetBundleVariant:
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