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using UnityEngine; | |
public static class Bootstrapper { | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] | |
public static void Execute() { | |
Object.DontDestroyOnLoad(Object.Instantiate(Resources.Load("Systems"))); | |
} | |
} |
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Netcode package: | |
com.unity.netcode.gameobjects | |
Mutiplayer helpers (ClientNetworkTransform): | |
https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main | |
ParrelSync: | |
https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync |
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using System; | |
using UnityEngine; | |
using UnityEngine.Tilemaps; | |
using Random = UnityEngine.Random; | |
public class PlayerAnimator : MonoBehaviour { | |
[SerializeField] private float _minImpactForce = 20; | |
// Anim times can be gathered from the state itself, but | |
// for the simplicity of the video... |
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using Newtonsoft.Json; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Threading.Tasks; | |
using Unity.Services.CloudSave; | |
using UnityEngine; | |
public class CloudSaveClient : ISaveClient | |
{ | |
private readonly ICloudSaveDataClient _client = CloudSaveService.Instance.Data; |
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using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using Random = System.Random; | |
// This source code is used for the video. It obviously requires heavy alterations to be used in a real project. | |
public class ExampleGrid : MonoBehaviour | |
{ | |
[SerializeField] private Vector2Int _size; | |
[SerializeField] private Vector2 _gap; |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Threading.Tasks; | |
using Unity.Services.CloudSave; | |
using Unity.Services.CloudSave.Internal; | |
using UnityEngine; | |
public class UnityCloudSave : ICloudSave | |
{ |
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