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Feature/player persistence prefab refactor #349
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Merged
fernando-cortez
merged 15 commits into
develop
from
feature/player-persistence-base-foundation
Jul 14, 2021
Merged
Feature/player persistence prefab refactor #349
fernando-cortez
merged 15 commits into
develop
from
feature/player-persistence-base-foundation
Jul 14, 2021
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…runtime lists & associated assets)
…yer type (boy & girl), sending character SO guids over network
Assets/BossRoom/Scripts/Client/Game/Character/ClientCharacterVisualization.cs
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Assets/BossRoom/Scripts/Client/Game/Character/ClientCharacter.cs
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Assets/BossRoom/Scripts/Client/Game/Character/ClientCharacterVisualization.cs
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… fix, handling avatar guid through its own component
[SerializeField] | ||
AvatarRegistry m_AvatarRegistry; | ||
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||
void Awake() |
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I would expect symmetry in this class
For awake and for register, I would expect a destroy and a unregister
… parity, hierarchy names cleanup
SamuelBellomo
approved these changes
Jul 9, 2021
Cosmin-B
approved these changes
Jul 14, 2021
Cosmin-B
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Sep 14, 2021
* feature/adding-UTP: Adding ParrelSync and updating third party notice.md (#357) updating to latest UTP Feature/player persistence prefab refactor (#349) upping MLAPI develop version (#355) Update to MLAPI: onnetworkspawn refactoring, player prefab removed from networkmanager prefab list (#352) porting to UTP # Conflicts: # Assets/BossRoom/Prefabs/NetworkingManager.prefab # Assets/BossRoom/Scenes/Startup.unity # Assets/BossRoom/Scripts/Client/BossRoom.Client.asmdef # Assets/BossRoom/Scripts/Shared/BossRoom.Shared.asmdef # Assets/BossRoom/Scripts/Shared/Game/UI/Editor/NetworkLatencyWarning.cs # Packages/manifest.json # Packages/packages-lock.json # ProjectSettings/PackageManagerSettings.asset
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Part two of player persistence task. Jira here.
Breaking changes:
Changes:
PersistentPlayer
prefab. This is now MLAPI's "Default Player Prefab". This contains two NetworkBehaviours (name and character type). Next PR will integrate these NetworkVariables into ServerCharSelect and ServerBossRoomState for spawning. These NetworkObjects represent each player connection and as the name suggests, persist across scenes.Player
prefab has been renamed toPlayerAvatar
. This prefab is spawned with client ownership inside of BossRoom scene.PlayerGraphics
prefab has been refactored to serve as the parent prefab for all character graphics. Character graphics for all 8 character types are variants of this root, with their associated model.Avatar
ScriptableObject that now represents a player character. This contains a reference to the avatar'sCharacterClass
SO, as well as its associated graphics prefabs.Avatar
SO also serializes a GUID.AvatarRegistry
) has been created to associate allAvatar
s to the game. As a dev, this is the starting point for adding a new Character to the game.NetworkGuidState
has been introduced. The usage of this NetworkVariable<byte[]> can be seen insideCharacterContainer
, where the received Avatar Guid is validated from theAvatarRegistry
.