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TurnManager.cs
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using System;
using System.Linq;
using Unity.Netcode;
using UnityEngine;
public class TurnManager : NetworkBehaviour {
public static TurnManager INSTANCE;
// Current active Network Client Id
public NetworkVariable<ulong> turn = new();
private int turnIndex = 0;
private void Awake() {
INSTANCE = this;
}
public override void OnNetworkSpawn() {
if (IsServer) {
nextTurnServerRpc();
}
}
[ServerRpc(RequireOwnership = false)]
public void nextTurnServerRpc() {
var players = NetworkManager.Singleton.ConnectedClientsList.Select(client => client.ClientId).ToList();
if (players.Count == 0) return;
turnIndex = (turnIndex + 1) % players.Count;
turn.Value = players[turnIndex];
transferOwnership(turn.Value);
}
private void transferOwnership(ulong activeClientId) {
if (!IsServer) return;
FindObjectsByType<NetworkObject>(FindObjectsSortMode.None)
.Where(n => n.IsSpawned)
.ToList()
.ForEach(o => o.ChangeOwnership(activeClientId));
}
public void endTurn() {
if (turn.Value == NetworkManager.LocalClientId) {
nextTurnServerRpc();
}
}
public static Boolean IsActivePlayer() {
return INSTANCE != null && INSTANCE.isActivePlayerPlayer();
}
public static Boolean IsInactivePlayer() {
return !IsActivePlayer();
}
private bool isActivePlayerPlayer() {
return NetworkManager.Singleton.IsConnectedClient && turn.Value == NetworkManager.LocalClientId;
}
}