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
@@ -1,27 +1,39 @@
using System;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Events;
public sealed class NetworkButtonInteractable : NetworkInteractable
{
[SerializeField] private UnityEvent pressed = new();
[SerializeField] private UnityEvent<bool> buttonStateChanged;
private readonly NetworkVariable<bool> isPressed = new(
false,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable<uint> pressSequence = new(
0,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
public bool IsPressed => isPressed.Value;
public uint PressSequence => pressSequence.Value;
public event Action Pressed;
public event Action<bool> StateChanged;
public override void OnNetworkSpawn()
{
isPressed.OnValueChanged += HandleStateChanged;
pressSequence.OnValueChanged += HandlePressSequenceChanged;
ApplyState(isPressed.Value);
}
public override void OnNetworkDespawn()
{
isPressed.OnValueChanged -= HandleStateChanged;
pressSequence.OnValueChanged -= HandlePressSequenceChanged;
}
protected override bool CanInteractOnServer(ulong senderClientId) => true;
@@ -29,10 +41,23 @@ public sealed class NetworkButtonInteractable : NetworkInteractable
protected override void InteractOnServer(ulong senderClientId, NetworkObject playerObject)
{
isPressed.Value = !isPressed.Value;
ApplyState(isPressed.Value);
pressSequence.Value++;
}
private void HandleStateChanged(bool _, bool currentValue) => ApplyState(currentValue);
private void ApplyState(bool currentValue) => buttonStateChanged?.Invoke(currentValue);
private void HandlePressSequenceChanged(uint previous, uint current)
{
if (current == previous)
return;
Pressed?.Invoke();
pressed?.Invoke();
}
private void ApplyState(bool currentValue)
{
StateChanged?.Invoke(currentValue);
buttonStateChanged?.Invoke(currentValue);
}
}