fix: stop sending request to server 60time per seconds
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parent
61bdd410fe
commit
6898ac3a84
@ -77,7 +77,7 @@ private void Update()
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private void SendRoomState(GameState _newState)
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{
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Debug.Log($"sending to RTDB that we are now in the {_newState} state", this);
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//Debug.Log($"sending to RTDB that we are now in the {_newState} state", this);
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realtimeDB.Child("rooms").Child(myRoom.code).Child("currentState").SetValueAsync((int)_newState);
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}
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@ -54,6 +54,8 @@ private void Update()
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else
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{
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OnVoteEnded?.Invoke();
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OnVoteEnded = null;
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gameObject.SetActive(false);
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}
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}
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}
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@ -36,7 +36,6 @@ public void OnRoomUpdate(Room _myRoom)
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// Update is called once per frame
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void Update()
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{
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//while MakeProposition State
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if (endOfPropositionDate != DateTime.MinValue)
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{
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@ -46,6 +45,8 @@ void Update()
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if (duration.TotalMilliseconds <= 0 || allPlayersHasProposedTwoPictures)
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{
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OnPropositionFinish?.Invoke();
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OnPropositionFinish = null;
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gameObject.SetActive(false);
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return;
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}
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@ -103,7 +104,7 @@ private void CheckPlayersWhoHaveProposed()
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playerLabels.Find(x => x.text == player.name).color = Color.green;
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playersIdWhoHaveProposed.Add(player.id);
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}
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Debug.Log($"{playersIdWhoHaveProposed.Count}/{myRoom.players.Count} players have answered.", this);
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//Debug.Log($"{playersIdWhoHaveProposed.Count}/{myRoom.players.Count} players have answered.", this);
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if(playersIdWhoHaveProposed.Count == myRoom.players.Count)
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{
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allPlayersHasProposedTwoPictures = true;
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