Cleanup various things, including a new, 0-FF including font asset
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@ -238,7 +238,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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DisableInput: 0
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FullSyncFrequency: 1
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SyncInterval: 0.5
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MovementUpdateInterval: 0.03
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--- !u!1 &8414821799312552490
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GameObject:
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m_ObjectHideFlags: 0
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@ -680,6 +681,10 @@ PrefabInstance:
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propertyPath: m_Name
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value: LocalPlayer
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objectReference: {fileID: 0}
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- target: {fileID: 7391558912774766599, guid: 0bffd92c46c257840806f5e957954800, type: 3}
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propertyPath: m_TagString
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value: Player
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objectReference: {fileID: 0}
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- target: {fileID: 7391558912774766616, guid: 0bffd92c46c257840806f5e957954800, type: 3}
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propertyPath: m_RootOrder
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value: 0
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@ -732,6 +737,10 @@ PrefabInstance:
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propertyPath: m_Layer
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value: 10
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objectReference: {fileID: 0}
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- target: {fileID: 8393781323051440261, guid: 0bffd92c46c257840806f5e957954800, type: 3}
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propertyPath: GunGluedToHand
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 8529773351693659210, guid: 0bffd92c46c257840806f5e957954800, type: 3}
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propertyPath: m_Layer
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value: 10
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@ -485,7 +485,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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CoyoteTime: 0.2
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PingBias: 0
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UpdateFrequency: 30
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MovementUpdateInterval: 0.03
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MoveStyles:
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- {fileID: 11400000, guid: 550df8ac62d76a64a8c621ea6b32398f, type: 2}
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- {fileID: 11400000, guid: 2d9739d3745581a41ae0ed6a569766d5, type: 2}
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File diff suppressed because one or more lines are too long
@ -9,7 +9,8 @@ namespace NeonTea.Quakeball.Players {
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[RequireComponent(typeof(Player))]
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public class LocalPlayer : MonoBehaviour {
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public int DisableInput;
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public float FullSyncFrequency = 1;
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public float SyncInterval = 1;
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public float MovementUpdateInterval = 1f;
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public Player Player { private set; get; }
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public InputAction LookAction { private set; get; }
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@ -87,7 +88,7 @@ namespace NeonTea.Quakeball.Players {
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Player.Pitch = Mathf.Clamp(Player.Pitch - LookInput.y * (Opts.InvertVerticalLook ? -1 : 1), -90, 90);
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Player.Yaw += LookInput.x;
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if (Time.time - PreviousPlayerUpdate >= 1f / Player.UpdateFrequency) {
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if (Time.time - PreviousPlayerUpdate >= MovementUpdateInterval) {
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PreviousPlayerUpdate = Time.time;
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if (Player.IsDead) {
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return;
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@ -111,7 +112,7 @@ namespace NeonTea.Quakeball.Players {
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WantsToJump = false;
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}
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if (Time.time - PreviousPlayerFullSync >= 1f / FullSyncFrequency) {
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if (Time.time - PreviousPlayerFullSync >= SyncInterval) {
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PreviousPlayerFullSync = Time.time;
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if (Networking.Net.Singleton.Instance != null) {
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Networking.Net.Singleton.Instance.SendPlayerSync();
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@ -16,9 +16,6 @@ namespace NeonTea.Quakeball.Players {
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public float CoyoteTime;
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public float PingBias;
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/// <summary>How often should the player's movement be updated? Used by Local and Remote -Player classes.</summary>
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public float UpdateFrequency = 1f;
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public MoveStyle[] MoveStyles;
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public Transform Gun;
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public Animator GunBobber;
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@ -8,8 +8,6 @@ TagManager:
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- RemotePlayer
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- Net
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- DeadScreen
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- PlayerTorso
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- PlayerHead
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layers:
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- Default
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- TransparentFX
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