using System.Collections.Generic; using UnityEngine; using Mirror; using System.Linq; using SanAndreasUnity.Utilities; namespace SanAndreasUnity.Behaviours { public partial class Ped { [SyncVar(hook=nameof(Net_OnIdChanged))] int m_net_pedId = 0; [SyncVar(hook=nameof(Net_OnStateChanged))] string m_net_state = ""; //[SyncVar] Weapon m_net_weapon = null; void Awake_Net() { } void Start_Net() { } public override void OnStartClient() { base.OnStartClient(); if (this.isServer) return; //this.PlayerModel.Load(m_net_pedId); } void Update_Net() { if (!this.isServer) return; if (this.PedDef != null && this.PedDef.Id != m_net_pedId) m_net_pedId = this.PedDef.Id; string newStateName = this.CurrentState != null ? this.CurrentState.GetType().Name : ""; if (newStateName != m_net_state) m_net_state = newStateName; //m_net_weapon = this.CurrentWeapon; } void Net_OnIdChanged(int newId) { Debug.LogFormat("ped (net id {0}) changed model id to {1}", this.netId, newId); if (this.isServer) return; m_net_pedId = newId; F.RunExceptionSafe( () => this.PlayerModel.Load(newId) ); } void Net_OnStateChanged(string newStateName) { Debug.LogFormat("ped (net id {0}) changed state to {1}", this.netId, newStateName); if (this.isServer) return; m_net_state = newStateName; // forcefully change the state F.RunExceptionSafe( () => { var newState = this.States.FirstOrDefault(state => state.GetType().Name == newStateName); if (null == newState) { Debug.LogErrorFormat("New ped state '{0}' could not be found", newStateName); } else { this.SwitchState(newState.GetType()); } }); } } }