Init
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using Unity.Netcode;
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using UnityEngine;
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using TMPro;
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using Unity.Collections;
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public class PlayerController : NetworkBehaviour
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{
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[SerializeField] private TMP_InputField PlayerNameInputField;
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[SerializeField] private TMP_Text PlayerNameText;
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public NetworkVariable<FixedString128Bytes> PlayerName = new NetworkVariable<FixedString128Bytes>(
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"Джон Бляк",
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Owner
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);
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public override void OnNetworkSpawn()
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{
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PlayerName.OnValueChanged += OnPlayerNameChanged;
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SetPlayerNameText();
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if (!IsOwner) return;
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this.transform.position = new Vector3(Random.Range(-10f, 10f), 1f, Random.Range(-10f, 10f));
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PlayerNameInputField.onValueChanged.AddListener(OnPlayerNameInputChanged);
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}
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private void OnPlayerNameChanged(FixedString128Bytes previousValue, FixedString128Bytes newValue)
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{
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Debug.Log($"Player name changed from {previousValue} to {newValue}");
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SetPlayerNameText();
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}
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private void OnPlayerNameInputChanged(string value)
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{
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Debug.Log($"Player name input changed to {value}");
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SetPlayerNameText();
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}
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public override void OnNetworkDespawn()
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{
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PlayerName.OnValueChanged -= OnPlayerNameChanged;
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if(IsOwner)
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PlayerNameInputField.onValueChanged.RemoveListener(OnPlayerNameInputChanged);
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}
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private void SetPlayerNameText()
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{
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PlayerNameText.text = PlayerName.Value.ToString();
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}
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}
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