GameObject registry script
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Client/Unity/GameObjectRegistry.cs
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34
Client/Unity/GameObjectRegistry.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GameObjectRegistry : MonoBehaviour
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{
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public static GameObjectRegistry instance; //instance of gameobject registry in scene
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public string uuid; //unique identifier for this client
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public List<GameObject> gameObjects; //list to make it easy to register new gameobjects
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public List<string> ids;
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public Dictionary<string, GameObject> registry = new Dictionary<string, GameObject>(); //registry of game objects that can be synced (needs to be identical on both clients
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public List<SyncData> registeredObjects = new List<SyncData>(); //game objcets that are currently being synced
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void Start()
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{
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GameObjectRegistry.instance = this;
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uuid = System.Guid.NewGuid().ToString(); //create a uuid for this player
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initializeRegistry();
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}
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void initializeRegistry()
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{
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int i = 0;
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foreach (string id in ids)
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{
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registry.Add(id, gameObjects[i]);
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i++;
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}
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}
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}
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Client/Unity/GameObjectRegistry.cs.meta
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11
Client/Unity/GameObjectRegistry.cs.meta
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fileFormatVersion: 2
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guid: 1c20e30fdef1b0841aa0fdb48748a6a6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: -20
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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