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https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
fix: Examples colliders and missing namespace. (#3881)
* fix: Example scene and prefab colliders fixed. No idea what happened, but some box colliders seem to be double the default size. * Namespace to couch coop scripts.
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@ -165,7 +165,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &34377706
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MeshRenderer:
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@ -258,7 +258,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &80415369
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MeshRenderer:
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@ -497,7 +497,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &121552836
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MeshRenderer:
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@ -642,7 +642,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &388677688
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MeshRenderer:
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@ -792,7 +792,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &446496355
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MeshRenderer:
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@ -928,7 +928,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &498523325
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MeshRenderer:
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@ -1183,7 +1183,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &738449928
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MeshRenderer:
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@ -1319,7 +1319,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &828682888
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MeshRenderer:
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@ -1412,7 +1412,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &898358223
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MeshRenderer:
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@ -1697,7 +1697,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &1179387014
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MeshRenderer:
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@ -1829,7 +1829,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &1218169083
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MeshRenderer:
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@ -1922,7 +1922,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &1263590062
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MeshRenderer:
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@ -2091,7 +2091,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &1284513254
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MeshRenderer:
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@ -2565,7 +2565,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &1648326111
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MeshRenderer:
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@ -3174,7 +3174,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!23 &2105958124
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MeshRenderer:
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@ -1,76 +1,79 @@
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using UnityEngine;
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using Mirror;
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public class MovingPlatform : NetworkBehaviour
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namespace Mirror.Examples.CouchCoop
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{
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public Transform endTarget;
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public float moveSpeed = 0.5f;
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// allows for on demand syncing of stopping and starting platform movement, change via server
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// note,sync vars changed via inspector do not sync. This is optional feature, can be removed
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[SyncVar]
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public bool moveObj = true;
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// optional fancy features
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public bool moveStopsUponExit = false;
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public bool moveStartsUponCollision = false;
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private Vector3 startPosition;
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private Vector3 endPosition;
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void Awake()
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public class MovingPlatform : NetworkBehaviour
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{
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startPosition = transform.position;
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endPosition = endTarget.position;
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}
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public Transform endTarget;
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public float moveSpeed = 0.5f;
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// allows for on demand syncing of stopping and starting platform movement, change via server
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// note,sync vars changed via inspector do not sync. This is optional feature, can be removed
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[SyncVar]
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public bool moveObj = true;
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void Update()
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{
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if (moveObj)
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// optional fancy features
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public bool moveStopsUponExit = false;
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public bool moveStartsUponCollision = false;
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private Vector3 startPosition;
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private Vector3 endPosition;
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void Awake()
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{
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float step = moveSpeed * Time.deltaTime;
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transform.position = Vector3.MoveTowards(transform.position, endPosition, step);
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startPosition = transform.position;
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endPosition = endTarget.position;
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}
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if (Vector3.Distance(transform.position, endPosition) < 0.001f)
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void Update()
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{
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if (moveObj)
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{
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endPosition = endPosition == startPosition ? endTarget.position : startPosition;
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if (isServer)
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float step = moveSpeed * Time.deltaTime;
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transform.position = Vector3.MoveTowards(transform.position, endPosition, step);
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if (Vector3.Distance(transform.position, endPosition) < 0.001f)
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{
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RpcResyncPosition(endPosition == startPosition ? (byte)1 : (byte)0);
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endPosition = endPosition == startPosition ? endTarget.position : startPosition;
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if (isServer)
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{
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RpcResyncPosition(endPosition == startPosition ? (byte)1 : (byte)0);
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}
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}
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}
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}
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[ClientRpc]
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void RpcResyncPosition(byte _value)
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{
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//print("RpcResyncPosition: " + _value);
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transform.position = _value == 1 ? endTarget.position : startPosition;
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}
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// optional
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[ServerCallback]
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private void OnCollisionEnter(Collision collision)
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{
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if (moveStartsUponCollision)
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{
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if (collision.gameObject.tag == "Player")
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{
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moveObj = true;
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}
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}
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}
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// optional
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[ServerCallback]
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private void OnCollisionExit(Collision collision)
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{
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if (moveStopsUponExit)
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{
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if (collision.gameObject.tag == "Player")
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{
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moveObj = false;
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}
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}
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}
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}
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[ClientRpc]
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void RpcResyncPosition(byte _value)
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{
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//print("RpcResyncPosition: " + _value);
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transform.position = _value == 1 ? endTarget.position : startPosition;
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}
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// optional
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[ServerCallback]
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private void OnCollisionEnter(Collision collision)
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{
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if (moveStartsUponCollision)
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{
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if (collision.gameObject.tag == "Player")
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{
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moveObj = true;
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}
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}
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}
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// optional
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[ServerCallback]
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private void OnCollisionExit(Collision collision)
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{
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if (moveStopsUponExit)
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{
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if (collision.gameObject.tag == "Player")
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{
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moveObj = false;
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}
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}
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}
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}
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@ -1,46 +1,49 @@
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using UnityEngine;
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using Mirror;
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public class PlatformMovement : NetworkBehaviour
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namespace Mirror.Examples.CouchCoop
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{
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// A separate script to handle platform behaviour, see its partner script, MovingPlatform.cs
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private bool onPlatform;
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private Transform platformTransform;
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private Vector3 lastPlatformPosition;
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public override void OnStartAuthority()
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public class PlatformMovement : NetworkBehaviour
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{
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this.enabled = true;
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}
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// A separate script to handle platform behaviour, see its partner script, MovingPlatform.cs
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private bool onPlatform;
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private Transform platformTransform;
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private Vector3 lastPlatformPosition;
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void FixedUpdate()
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{
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if (onPlatform)
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public override void OnStartAuthority()
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{
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Vector3 deltaPosition = platformTransform.position - lastPlatformPosition;
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transform.position += deltaPosition;
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lastPlatformPosition = platformTransform.position;
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this.enabled = true;
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}
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}
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private void OnCollisionEnter(Collision collision)
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{
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if (collision.gameObject.tag == "Finish")
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void FixedUpdate()
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{
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platformTransform = collision.gameObject.GetComponent<Transform>();
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lastPlatformPosition = platformTransform.position;
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onPlatform = true;
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if (onPlatform)
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{
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Vector3 deltaPosition = platformTransform.position - lastPlatformPosition;
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transform.position += deltaPosition;
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lastPlatformPosition = platformTransform.position;
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}
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}
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}
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private void OnCollisionExit(Collision collision)
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{
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// ideally set a Platform tag, but we'l just use a Unity Pre-set.
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if (collision.gameObject.tag == "Finish")
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private void OnCollisionEnter(Collision collision)
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{
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onPlatform = false;
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platformTransform = null;
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if (collision.gameObject.tag == "Finish")
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{
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platformTransform = collision.gameObject.GetComponent<Transform>();
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lastPlatformPosition = platformTransform.position;
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onPlatform = true;
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}
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}
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private void OnCollisionExit(Collision collision)
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{
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// ideally set a Platform tag, but we'l just use a Unity Pre-set.
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if (collision.gameObject.tag == "Finish")
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{
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onPlatform = false;
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platformTransform = null;
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}
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}
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}
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}
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@ -539,7 +539,7 @@ BoxCollider:
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 2, y: 2, z: 2}
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m_Size: {x: 1, y: 1, z: 1}
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m_Center: {x: 0, y: 0.5, z: -0.1}
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--- !u!114 &4118329204170882586
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MonoBehaviour:
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