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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace uc
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{
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public class ActivityQueueNetworkManager : NetworkManagerControl
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{
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[Header("Activity Queue")]
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public ActivityQueueManager queueManager = null;
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void SharedUpdate()
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{
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if (queueManager == null)
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{
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queueManager = FindObjectOfType<ActivityQueueManager>();
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}
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}
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protected override void ClientUpdate()
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{
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//print("ClientUpdate");
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SharedUpdate();
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if (queueManager)
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{
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var identity = GetLocalPlayer();
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if (identity != null)
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{
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var an = identity.GetComponent<ActivityNetwork>();
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queueManager.SetActivityByIndex(an.QueueIndex);
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}
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}
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}
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protected override void ServerUpdate()
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{
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//print("ServerUpdate");
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SharedUpdate();
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if (queueManager)
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{
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foreach (var id in NetworkServer.objects.Keys)
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{
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var identity = NetworkServer.objects[id];
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var an = identity.GetComponent<ActivityNetwork>();
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an.QueueIndex = queueManager.CurrentIndex;
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}
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}
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}
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}
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}
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