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SyncedToggle.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using VRC.SDKBase;
using VRC.Udon;
using UdonSharp;
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
public class SyncedToggle : UdonSharpBehaviour
{
[Header("Synced toggling objects on or off for everyone")]
[Tooltip("The objects to toggle on and off - initially On")]
public GameObject[] objects;
[Tooltip("The objects to toggle on and off - initially off")]
public GameObject[] offObjects;
[Tooltip("If the objects are initially on or off")]
[UdonSynced]
public bool toggleState;
public bool RequireMaster;
public override void Interact()
{
if (!Networking.IsOwner(gameObject))
{
Networking.SetOwner(Networking.LocalPlayer, gameObject);
}
if (RequireMaster)
{
if (Networking.IsMaster ) {
toggleState = !toggleState;
RequestSerialization();
ToggleObjects();
}
}
else
{
toggleState = !toggleState;
RequestSerialization();
ToggleObjects();
}
Debug.Log(toggleState);
}
public override void OnDeserialization()
{
ToggleObjects();
}
private void ToggleObjects()
{
foreach (var item in objects)
{
item.SetActive(toggleState);
}
foreach (var item in offObjects)
{
item.SetActive(!toggleState);
}
}
}