Squashed commit of the following:

commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
This commit is contained in:
2026-08-29 13:45:55 +03:00
parent 68e78fa464
commit ffa1064063
3344 changed files with 4722286 additions and 105458 deletions
@@ -0,0 +1,87 @@
using System;
using Unity.Netcode;
using UnityEngine;
public struct MapTargetNetworkState : INetworkSerializable,
IEquatable<MapTargetNetworkState>
{
public int TargetId;
public int ConfigIndex;
public Vector2 Coordinates;
public int Health;
public float AttackTimeRemaining;
public MapTargetNetworkState(
int targetId,
int configIndex,
Vector2 coordinates,
int health,
float attackTimeRemaining)
{
TargetId = targetId;
ConfigIndex = configIndex;
Coordinates = coordinates;
Health = health;
AttackTimeRemaining = attackTimeRemaining;
}
public void NetworkSerialize<T>(BufferSerializer<T> serializer)
where T : IReaderWriter
{
serializer.SerializeValue(ref TargetId);
serializer.SerializeValue(ref ConfigIndex);
serializer.SerializeValue(ref Coordinates);
serializer.SerializeValue(ref Health);
serializer.SerializeValue(ref AttackTimeRemaining);
}
public bool Equals(MapTargetNetworkState other) =>
TargetId == other.TargetId &&
ConfigIndex == other.ConfigIndex &&
Coordinates == other.Coordinates &&
Health == other.Health &&
AttackTimeRemaining.Equals(other.AttackTimeRemaining);
}
public struct MapShotResultState : INetworkSerializable,
IEquatable<MapShotResultState>
{
public uint Sequence;
public bool Hit;
public int TargetId;
public Vector2 Coordinates;
public float Distance;
public MissileType MissileType;
public MapShotResultState(
uint sequence,
bool hit,
int targetId,
Vector2 coordinates,
float distance,
MissileType missileType)
{
Sequence = sequence;
Hit = hit;
TargetId = targetId;
Coordinates = coordinates;
Distance = distance;
MissileType = missileType;
}
public void NetworkSerialize<T>(BufferSerializer<T> serializer)
where T : IReaderWriter
{
serializer.SerializeValue(ref Sequence);
serializer.SerializeValue(ref Hit);
serializer.SerializeValue(ref TargetId);
serializer.SerializeValue(ref Coordinates);
serializer.SerializeValue(ref Distance);
serializer.SerializeValue(ref MissileType);
}
public bool Equals(MapShotResultState other) =>
Sequence == other.Sequence && Hit == other.Hit &&
TargetId == other.TargetId && Coordinates == other.Coordinates &&
Distance.Equals(other.Distance) && MissileType == other.MissileType;
}