extensions and actor changes
This commit is contained in:
@@ -23,6 +23,13 @@ namespace RebootKit.Engine.Extensions {
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}
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public static class float3Ex {
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float3 With(this float3 vec, float? x = null, float? y = null, float? z = null) {
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return new float3(x ?? vec.x,
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y ?? vec.y,
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z ?? vec.z);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool IsZero(this float3 vec, float epsilon = float.Epsilon) {
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return math.abs(vec.x) < epsilon && math.abs(vec.y) < epsilon && math.abs(vec.z) < epsilon;
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@@ -1,32 +1,25 @@
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using System;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using RebootKit.Engine.Foundation;
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using RebootKit.Engine.Foundation;
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using UnityEngine;
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namespace RebootKit.Engine.Services.Simulation {
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public class Actor : MonoBehaviour {
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public abstract class Actor : MonoBehaviour {
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[field: SerializeField]
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public SerializableGuid ActorGuid { get; private set; } = SerializableGuid.New();
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public bool IsInitialized { get; private set; }
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bool m_Simulate;
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public bool Simulate {
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get => m_Simulate;
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bool m_IsPlaying = false;
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public bool IsPlaying {
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get {
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return m_IsPlaying;
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}
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set {
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if (m_Simulate == value) {
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if (m_IsPlaying == value) {
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return;
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}
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m_Simulate = value;
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m_IsPlaying = value;
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if (!IsInitialized) {
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return;
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}
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if (m_Simulate) {
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if (m_IsPlaying) {
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OnBeginPlay();
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} else {
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OnEndPlay();
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@@ -34,24 +27,10 @@ namespace RebootKit.Engine.Services.Simulation {
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}
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}
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async void Start() {
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IsInitialized = false;
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await InitAsync(destroyCancellationToken);
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IsInitialized = true;
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if (Simulate) {
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OnBeginPlay();
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}
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public virtual void OnSpawned() {
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}
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void Update() {
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if (m_Simulate && IsInitialized) {
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OnTick();
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}
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}
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protected virtual async UniTask InitAsync(CancellationToken cancellationToken) {
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await UniTask.Yield(cancellationToken);
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public virtual void OnDespawned() {
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}
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public virtual void OnBeginPlay() {
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@@ -60,7 +39,7 @@ namespace RebootKit.Engine.Services.Simulation {
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public virtual void OnEndPlay() {
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}
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public virtual void OnTick() {
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public virtual void OnTick(float deltaTime) {
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}
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}
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}
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@@ -1,7 +1,8 @@
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using System.Collections.Generic;
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using System.Linq;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using R3;
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using RebootKit.Engine.Foundation;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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@@ -12,8 +13,7 @@ using UnityEngine.SceneManagement;
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using Logger = RebootKit.Engine.Foundation.Logger;
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namespace RebootKit.Engine.Services.Simulation {
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public interface IWorldContext {
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}
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public interface IWorldContext { }
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public class WorldService : IService {
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static readonly Logger s_Logger = new Logger(nameof(WorldService));
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@@ -28,11 +28,28 @@ namespace RebootKit.Engine.Services.Simulation {
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WorldConfig m_Config;
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AsyncOperationHandle<SceneInstance> m_SceneInstance;
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struct ActorData {
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public Actor Actor;
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public readonly bool ManagedByAddressabled;
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public ActorData(Actor actor, bool managedByAddressabled) {
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Actor = actor;
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ManagedByAddressabled = managedByAddressabled;
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}
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}
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readonly List<ActorData> m_Actors = new List<ActorData>();
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readonly IDisposable m_UpdateSubscription;
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public IWorldContext Context { get; private set; }
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readonly List<Actor> m_Actors = new List<Actor>();
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public WorldService() {
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m_UpdateSubscription = Observable.EveryUpdate()
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.Subscribe(_ => { Tick(Time.deltaTime); });
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}
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public void Dispose() {
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m_UpdateSubscription.Dispose();
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Unload();
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}
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@@ -52,30 +69,19 @@ namespace RebootKit.Engine.Services.Simulation {
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foreach (GameObject root in m_SceneInstance.Result.Scene.GetRootGameObjects()) {
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if (root.TryGetComponent(out IWorldContext worldContext)) {
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Assert.IsNull(Context, "WorldContext is already set. There should be only one WorldContext in the scene.");
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Assert.IsNull(Context,
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"WorldContext is already set. There should be only one WorldContext in the scene.");
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Context = worldContext;
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}
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foreach (Actor actor in root.GetComponentsInChildren<Actor>()) {
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RegisterActor(actor);
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m_Actors.Add(new ActorData(actor, false));
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}
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}
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m_WorldState = WorldState.Loaded;
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}
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public async UniTask<TRequiredActor> LoadAsync<TRequiredActor>(WorldConfig worldConfig, CancellationToken cancellationToken) where TRequiredActor : Actor {
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await LoadAsync(worldConfig, cancellationToken);
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TRequiredActor actor = m_Actors.FirstOrDefault(t => t is TRequiredActor) as TRequiredActor;
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if (actor is null) {
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s_Logger.Error($"Actor of type {typeof(TRequiredActor)} not found in the scene");
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return null;
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}
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return actor;
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}
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public void Unload() {
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KillAllActors();
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@@ -88,7 +94,13 @@ namespace RebootKit.Engine.Services.Simulation {
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Context = null;
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}
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public async UniTask<TActor> SpawnActor<TActor>(AssetReferenceT<GameObject> asset, CancellationToken cancellationToken) where TActor : Actor {
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public async UniTask<TActor> SpawnActor<TActor>(AssetReferenceT<GameObject> asset,
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CancellationToken cancellationToken) where TActor : Actor {
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if (m_WorldState != WorldState.Loaded) {
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s_Logger.Error("World is not loaded. Cannot spawn actor.");
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return null;
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}
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GameObject gameObject = await Addressables.InstantiateAsync(asset);
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if (cancellationToken.IsCancellationRequested) {
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asset.ReleaseInstance(gameObject);
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@@ -96,6 +108,9 @@ namespace RebootKit.Engine.Services.Simulation {
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}
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if (gameObject.TryGetComponent(out TActor actor)) {
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actor.OnSpawned();
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actor.IsPlaying = true;
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m_Actors.Add(new ActorData(actor, true));
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return actor;
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}
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@@ -103,20 +118,52 @@ namespace RebootKit.Engine.Services.Simulation {
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return null;
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}
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public void RegisterActor(Actor actor) {
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m_Actors.Add(actor);
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}
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public void KillActor(Actor actor) {
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ActorData actorData = default;
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bool found = false;
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for (int i = m_Actors.Count - 1; i >= 0; i--) {
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if (m_Actors[i].Actor == actor) {
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found = true;
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actorData = m_Actors[i];
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m_Actors.RemoveAt(i);
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break;
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}
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}
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Assert.IsTrue(found, $"Actor {actor.name} not found in the world actors list.");
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actor.IsPlaying = false;
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actor.OnDespawned();
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if (actorData.ManagedByAddressabled) {
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Addressables.ReleaseInstance(actor.gameObject);
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}
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}
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public void KillAllActors() {
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foreach (Actor actor in m_Actors) {
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Addressables.ReleaseInstance(actor.gameObject);
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foreach (ActorData actorData in m_Actors) {
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actorData.Actor.IsPlaying = false;
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actorData.Actor.OnDespawned();
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if (actorData.ManagedByAddressabled) {
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Addressables.ReleaseInstance(actorData.Actor.gameObject);
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} else {
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UnityEngine.Object.Destroy(actorData.Actor.gameObject);
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}
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}
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m_Actors.Clear();
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}
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void Tick(float deltaTime) {
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if (m_WorldState != WorldState.Loaded) {
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return;
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}
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foreach (ActorData actorData in m_Actors) {
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if (actorData.Actor.IsPlaying) {
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actorData.Actor.OnTick(deltaTime);
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}
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}
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}
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}
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}
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