Map mehanic ready to multiplayer
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using UnityEngine;
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[DisallowMultipleComponent]
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public sealed class MapControlBinder : MonoBehaviour
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{
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[SerializeField] private MapController mapController;
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[SerializeField] private NetworkPhysicalWheelInteractable horizontalWheel;
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[SerializeField] private NetworkPhysicalWheelInteractable verticalWheel;
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[SerializeField] private NetworkPhysicalLeverInteractable fireLever;
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[SerializeField] private NetworkButtonInteractable scanButton;
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private bool initialValuesApplied;
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private void Reset() => mapController = GetComponent<MapController>();
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private void OnEnable()
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{
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if (horizontalWheel != null)
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horizontalWheel.ValueChanged += HandleHorizontalChanged;
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if (verticalWheel != null)
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verticalWheel.ValueChanged += HandleVerticalChanged;
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if (fireLever != null)
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fireLever.StateChanged += HandleFireChanged;
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if (scanButton != null)
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scanButton.Pressed += HandleScanPressed;
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}
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private void OnDisable()
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{
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if (horizontalWheel != null)
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horizontalWheel.ValueChanged -= HandleHorizontalChanged;
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if (verticalWheel != null)
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verticalWheel.ValueChanged -= HandleVerticalChanged;
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if (fireLever != null)
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fireLever.StateChanged -= HandleFireChanged;
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if (scanButton != null)
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scanButton.Pressed -= HandleScanPressed;
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}
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private void Update()
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{
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if (initialValuesApplied || mapController == null || !mapController.IsSpawned ||
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horizontalWheel == null || verticalWheel == null ||
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!horizontalWheel.IsSpawned || !verticalWheel.IsSpawned)
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{
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return;
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}
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initialValuesApplied = true;
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HandleHorizontalChanged(horizontalWheel.NormalizedValue);
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HandleVerticalChanged(verticalWheel.NormalizedValue);
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}
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private void HandleHorizontalChanged(float value) =>
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ApplyOnServer(() => mapController.SetHorizontalNormalized(value));
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private void HandleVerticalChanged(float value) =>
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ApplyOnServer(() => mapController.SetVerticalNormalized(value));
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private void HandleFireChanged(bool active)
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{
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if (active)
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ApplyOnServer(mapController.RequestPseudoFire);
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}
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private void HandleScanPressed() => ApplyOnServer(mapController.RequestRadarScan);
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private void ApplyOnServer(System.Action action)
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{
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if (mapController != null && mapController.IsSpawned && mapController.IsServer)
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action?.Invoke();
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}
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}
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