Add StickGame Assets
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using FishNet.Documenting;
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using FishNet.Object.Helping;
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using FishNet.Object.Synchronizing;
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using FishNet.Object.Synchronizing.Internal;
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using FishNet.Serializing;
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using FishNet.Serializing.Helping;
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using FishNet.Transporting;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using UnityEngine;
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namespace FishNet.Object.Synchronizing
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{
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[APIExclude]
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[StructLayout(LayoutKind.Auto, CharSet = CharSet.Auto)]
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public class SyncVar<T> : SyncBase
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{
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#region Types.
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/// <summary>
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/// Information needed to invoke a callback.
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/// </summary>
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private struct CachedOnChange
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{
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internal readonly T Previous;
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internal readonly T Next;
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public CachedOnChange(T previous, T next)
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{
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Previous = previous;
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Next = next;
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}
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}
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#endregion
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#region Public.
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/// <summary>
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/// Called when the SyncDictionary changes.
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/// </summary>
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public event Action<T, T, bool> OnChange;
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#endregion
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#region Private.
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/// <summary>
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/// Server OnChange event waiting for start callbacks.
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/// </summary>
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private CachedOnChange? _serverOnChange;
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/// <summary>
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/// Client OnChange event waiting for start callbacks.
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/// </summary>
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private CachedOnChange? _clientOnChange;
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/// <summary>
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/// Value before the network is initialized on the containing object.
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/// </summary>
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private T _initialValue;
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/// <summary>
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/// Previous value on the client.
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/// </summary>
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private T _previousClientValue;
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/// <summary>
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/// Current value on the server, or client.
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/// </summary>
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private T _value;
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#endregion
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public SyncVar(NetworkBehaviour nb, uint syncIndex, WritePermission writePermission, ReadPermission readPermission, float sendRate, Channel channel, T value)
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{
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SetInitialValues(value);
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base.InitializeInstance(nb, syncIndex, writePermission, readPermission, sendRate, channel, false);
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}
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/// <summary>
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/// Called when the SyncType has been registered, but not yet initialized over the network.
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/// </summary>
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protected override void Registered()
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{
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base.Registered();
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_initialValue = _value;
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}
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/// <summary>
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/// Sets initial values to next.
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/// </summary>
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/// <param name="next"></param>
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private void SetInitialValues(T next)
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{
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_initialValue = next;
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UpdateValues(next);
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}
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/// <summary>
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/// Sets current and previous values.
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/// </summary>
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/// <param name="next"></param>
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private void UpdateValues(T next)
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{
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_previousClientValue = next;
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_value = next;
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}
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/// <summary>
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/// Sets current value and marks the SyncVar dirty when able to. Returns if able to set value.
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/// </summary>
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/// <param name="calledByUser">True if SetValue was called in response to user code. False if from automated code.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetValue(T nextValue, bool calledByUser)
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{
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/* If not registered then that means Awake
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* has not completed on the owning class. This would be true
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* when setting values within awake on the owning class. Registered
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* is called at the end of awake, so it would be unset until awake completed.
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*
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* Registered however will be true when setting from another script,
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* even if the owning class of this was just spawned. This is because
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* the unity cycle will fire awake on the object soon as it's spawned,
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* completing awake, and the user would set the value after. */
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if (!base.IsRegistered)
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return;
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/* If not client or server then set skipChecks
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* as true. When neither is true it's likely user is changing
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* value before object is initialized. This is allowed
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* but checks cannot be processed because they would otherwise
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* stop setting the value. */
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bool isNetworkInitialized = base.IsNetworkInitialized;
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//Object is deinitializing.
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if (isNetworkInitialized && CodegenHelper.NetworkObject_Deinitializing(this.NetworkBehaviour))
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return;
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//If being set by user code.
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if (calledByUser)
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{
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if (!base.CanNetworkSetValues(true))
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return;
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/* We will only be this far if the network is not active yet,
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* server is active, or client has setting permissions.
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* We only need to set asServerInvoke to false if the network
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* is initialized and the server is not active. */
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bool asServerInvoke = (!isNetworkInitialized || base.NetworkBehaviour.IsServer);
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T prev = _value;
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/* If the network has not been initialized yet then the
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* object has not yet spawned. While we know this is being called
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* from user code, because the object is not spawned we do not
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* know if server or client is active. When this happens invoke
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* will be called on server and client, and since this is not
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* network initialized the values will be cached where the invoke
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* will occur after spawn. */
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if (!isNetworkInitialized)
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{
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//Value did not change.
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if (Comparers.EqualityCompare<T>(_value, nextValue))
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return;
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_value = nextValue;
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InvokeOnChange(prev, _value, true);
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InvokeOnChange(prev, _value, false);
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}
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else
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{
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//Value did not change.
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if (Comparers.EqualityCompare<T>(_value, nextValue))
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return;
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_value = nextValue;
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InvokeOnChange(prev, _value, asServerInvoke);
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}
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TryDirty(asServerInvoke);
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}
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//Not called by user.
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else
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{
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/* Previously clients were not allowed to set values
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* but this has been changed because clients may want
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* to update values locally while occasionally
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* letting the syncvar adjust their side. */
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T prev = _previousClientValue;
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if (Comparers.EqualityCompare<T>(prev, nextValue))
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return;
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/* If also server do not update value.
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* Server side has say of the current value. */
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if (!base.NetworkManager.IsServer)
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UpdateValues(nextValue);
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else
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_previousClientValue = nextValue;
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InvokeOnChange(prev, nextValue, calledByUser);
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}
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/* Tries to dirty so update
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* is sent over network. This needs to be called
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* anytime the data changes because there is no way
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* to know if the user set the value on both server
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* and client or just one side. */
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void TryDirty(bool asServer)
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{
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//Do not mark dirty if the object is not been network initialized.
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if (!isNetworkInitialized)
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return;
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if (asServer)
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base.Dirty();
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}
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}
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/// <summary>
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/// Invokes OnChanged callback.
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/// </summary>
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private void InvokeOnChange(T prev, T next, bool asServer)
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{
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if (asServer)
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{
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if (base.NetworkBehaviour.OnStartServerCalled)
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{
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OnChange?.Invoke(prev, next, asServer);
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_serverOnChange = null;
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}
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else
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{
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_serverOnChange = new CachedOnChange(prev, next);
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}
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}
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else
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{
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if (base.NetworkBehaviour.OnStartClientCalled)
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{
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OnChange?.Invoke(prev, next, asServer);
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_clientOnChange = null;
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}
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else
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{
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_clientOnChange = new CachedOnChange(prev, next);
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}
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}
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}
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/// <summary>
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/// Called after OnStartXXXX has occurred.
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/// </summary>
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/// <param name="asServer">True if OnStartServer was called, false if OnStartClient.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override void OnStartCallback(bool asServer)
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{
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base.OnStartCallback(asServer);
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if (OnChange != null)
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{
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CachedOnChange? change = (asServer) ? _serverOnChange : _clientOnChange;
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if (change != null)
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InvokeOnChange(change.Value.Previous, change.Value.Next, asServer);
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}
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if (asServer)
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_serverOnChange = null;
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else
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_clientOnChange = null;
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}
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/// <summary>
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/// Writes current value.
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/// </summary>
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/// <param name="resetSyncTick">True to set the next time data may sync.</param>
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public override void WriteDelta(PooledWriter writer, bool resetSyncTick = true)
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{
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base.WriteDelta(writer, resetSyncTick);
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writer.Write<T>(_value);
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}
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/// <summary>
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/// Writes current value if not initialized value.
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/// </summary>m>
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public override void WriteFull(PooledWriter obj0)
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{
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if (Comparers.EqualityCompare<T>(_initialValue, _value))
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return;
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/* SyncVars only hold latest value, so just
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* write current delta. */
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WriteDelta(obj0, false);
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}
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//Read isn't used by SyncVar<T>, it's done within the NB.
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//public override void Read(PooledReader reader) { }
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/// <summary>
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/// Gets current value.
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/// </summary>
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/// <param name="calledByUser"></param>
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/// <returns></returns>
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public T GetValue(bool calledByUser) => (calledByUser) ? _value : _previousClientValue;
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/// <summary>
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/// Resets to initialized values.
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/// </summary>
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public override void ResetState()
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{
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base.ResetState();
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_value = _initialValue;
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_previousClientValue = _initialValue;
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}
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}
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}
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