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@@ -8,7 +8,6 @@ using UnityEngine.AddressableAssets;
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using Logger = RebootKit.Engine.Foundation.Logger;
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namespace RebootKit.Engine.Simulation {
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// @TODO:
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// - Actors States might be packed into chunks to reduce the number of RPCs sent.
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public class ActorsManager : NetworkBehaviour {
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@@ -270,6 +269,7 @@ namespace RebootKit.Engine.Simulation {
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return;
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}
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actor.Manager = this;
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actor.SourceActorPath = assetReference.AssetGUID;
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actor.ActorID = UniqueID.NewULongFromGuid();
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actor.Data = actor.InternalCreateActorData();
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@@ -307,6 +307,7 @@ namespace RebootKit.Engine.Simulation {
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return;
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}
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actor.Manager = this;
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actor.SourceActorPath = guid;
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actor.ActorID = actorID;
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actor.Data = actor.InternalCreateActorData();
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@@ -334,5 +335,39 @@ namespace RebootKit.Engine.Simulation {
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Destroy(actor.gameObject);
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}
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public bool IsActorHidden(ulong actorID) {
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Actor actor = FindActorByID(actorID);
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if (actor is null) {
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s_Logger.Error($"Actor with ID {actorID} not found.");
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return false;
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}
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return !actor.gameObject.activeSelf;
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}
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public void SetActorHidden(ulong actorID, bool hidden) {
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if (!IsServer) {
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s_Logger.Error("Only the server can set actor visibility.");
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return;
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}
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SetActorHiddenRpc(actorID, hidden, RpcTarget.Everyone);
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}
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[Rpc(SendTo.SpecifiedInParams)]
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void SetActorHiddenRpc(ulong actorID, bool hidden, RpcParams rpcParams) {
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Actor actor = FindActorByID(actorID);
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if (actor is null) {
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s_Logger.Error($"Actor with ID {actorID} not found.");
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return;
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}
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if (hidden) {
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actor.gameObject.SetActive(false);
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} else {
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actor.gameObject.SetActive(true);
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}
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}
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}
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}
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