Fixed
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@@ -5,14 +5,20 @@ using UnityEngine.Events;
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public sealed class NetworkButtonInteractable : NetworkInteractable
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{
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[SerializeField] private UnityEvent pressed = new();
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[SerializeField] private UnityEvent<bool> buttonStateChanged;
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private readonly NetworkVariable<bool> isPressed = new(
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false,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server);
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private readonly NetworkVariable<uint> pressSequence = new(
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0,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server);
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public bool IsPressed => isPressed.Value;
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public uint PressSequence => pressSequence.Value;
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public event Action Pressed;
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public event Action<bool> StateChanged;
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@@ -20,24 +26,35 @@ public sealed class NetworkButtonInteractable : NetworkInteractable
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public override void OnNetworkSpawn()
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{
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isPressed.OnValueChanged += HandleStateChanged;
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pressSequence.OnValueChanged += HandlePressSequenceChanged;
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ApplyState(isPressed.Value);
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}
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public override void OnNetworkDespawn()
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{
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isPressed.OnValueChanged -= HandleStateChanged;
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pressSequence.OnValueChanged -= HandlePressSequenceChanged;
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}
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protected override bool CanInteractOnServer(ulong senderClientId) => true;
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protected override void InteractOnServer(ulong senderClientId, NetworkObject playerObject)
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{
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Pressed?.Invoke();
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isPressed.Value = !isPressed.Value;
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pressSequence.Value++;
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}
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private void HandleStateChanged(bool _, bool currentValue) => ApplyState(currentValue);
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private void HandlePressSequenceChanged(uint previous, uint current)
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{
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if (current == previous)
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return;
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Pressed?.Invoke();
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pressed?.Invoke();
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}
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private void ApplyState(bool currentValue)
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{
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StateChanged?.Invoke(currentValue);
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