refactor: network implementations switched to universe objects
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@@ -22,7 +22,7 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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private bool isDownPressed = false;
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private IButtonInputs<Keys> inputs = null!;
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private INetworkCommunicatorClient networkClient = null!;
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private INetworkCommunicatorClient? networkClient = null!;
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private INetworkCommunicatorServer? networkServer = null;
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private TweenManager tweenManager = null!;
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@@ -41,9 +41,9 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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protected override void OnFirstActiveFrame()
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{
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inputs = Universe.FindRequiredBehaviour<IButtonInputs<Keys>>();
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networkClient = Universe.FindRequiredBehaviour<INetworkCommunicatorClient>();
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networkServer = Universe.FindBehaviour<INetworkCommunicatorServer>();
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inputs = Universe.FindRequired<IButtonInputs<Keys>>();
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networkClient = Universe.Find<INetworkCommunicatorClient>();
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networkServer = Universe.Find<INetworkCommunicatorServer>();
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tweenManager = Universe.GetRequiredUniverseObject<TweenManager>();
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inputs.RegisterOnPress(Up, OnUpPressed);
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@@ -62,10 +62,10 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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inputs.UnregisterOnRelease(Down, OnDownReleased);
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}
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private void OnUpPressed(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = true; networkClient.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnUpReleased(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = false; networkClient.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownPressed(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = true; networkClient.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownReleased(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = false; networkClient.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnUpPressed(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnUpReleased(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = false; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownPressed(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownReleased(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = false; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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public void OnServerPacketArrived(PaddleKeyStatePacket packet, string from)
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{
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@@ -73,6 +73,8 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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return;
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packet.Position = Transform.Position;
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isUpPressed = packet.IsUpPressed;
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isDownPressed = packet.IsDownPressed;
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networkServer?.SendToClient("*", packet);
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}
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