working on multiplayer - still delay with more actors :/
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@@ -1,4 +1,5 @@
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using HighlightPlus;
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using RebootKit.Engine.Network;
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using RebootKit.Engine.Simulation;
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using Unity.Netcode;
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using UnityEngine;
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@@ -11,8 +12,12 @@ namespace RebootReality.jelycho.Items {
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class ItemActorData : IActorData {
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public ItemConfig Config;
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public void Serialize(FastBufferWriter writer) { }
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public void Deserialize(FastBufferReader reader) { }
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public void Serialize(NetworkBufferWriter writer) { }
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public void Deserialize(NetworkBufferReader reader) { }
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public int GetMaxBytes() {
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return 0;
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}
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}
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[field: SerializeField] public ItemConfig Config { get; private set; }
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@@ -1,5 +1,6 @@
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using System.Globalization;
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using RebootKit.Engine.Main;
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using RebootKit.Engine.Network;
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using RebootKit.Engine.Simulation;
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using TMPro;
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using Unity.Netcode;
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@@ -11,12 +12,16 @@ namespace RebootReality.jelycho.Items {
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class WorkbenchActorData : IActorData {
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public int SelectedRecipeIndex;
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public void Serialize(FastBufferWriter writer) {
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writer.WriteValue(SelectedRecipeIndex);
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public void Serialize(NetworkBufferWriter writer) {
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writer.Write(SelectedRecipeIndex);
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}
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public void Deserialize(FastBufferReader reader) {
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reader.ReadValue(out SelectedRecipeIndex);
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public void Deserialize(NetworkBufferReader reader) {
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reader.Read(out SelectedRecipeIndex);
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}
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public int GetMaxBytes() {
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return sizeof(int);
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}
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}
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