fishnet installed

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2023-05-31 11:32:21 -04:00
parent 47b25269f1
commit a001fe1b04
1291 changed files with 126631 additions and 1 deletions

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using FishNet.Connection;
using FishNet.Object;
using UnityEngine;
namespace FishNet.Example.Scened
{
public class PlayerController : NetworkBehaviour
{
[SerializeField]
private GameObject _camera;
[SerializeField]
private float _moveRate = 4f;
[SerializeField]
private bool _clientAuth = true;
public override void OnStartClient()
{
base.OnStartClient();
if (base.IsOwner)
_camera.SetActive(true);
}
private void Update()
{
if (!base.IsOwner)
return;
float hor = Input.GetAxisRaw("Horizontal");
float ver = Input.GetAxisRaw("Vertical");
/* If ground cannot be found for 20 units then bump up 3 units.
* This is just to keep player on ground if they fall through
* when changing scenes. */
if (_clientAuth || (!_clientAuth && base.IsServer))
{
if (!Physics.Linecast(transform.position + new Vector3(0f, 0.3f, 0f), transform.position - (Vector3.one * 20f)))
transform.position += new Vector3(0f, 3f, 0f);
}
if (_clientAuth)
Move(hor, ver);
else
ServerMove(hor, ver);
}
[ServerRpc]
private void ServerMove(float hor, float ver)
{
Move(hor, ver);
}
private void Move(float hor, float ver)
{
float gravity = -10f * Time.deltaTime;
//If ray hits floor then cancel gravity.
Ray ray = new Ray(transform.position + new Vector3(0f, 0.05f, 0f), -Vector3.up);
if (Physics.Raycast(ray, 0.1f + -gravity))
gravity = 0f;
/* Moving. */
Vector3 direction = new Vector3(
0f,
gravity,
ver * _moveRate * Time.deltaTime);
transform.position += transform.TransformDirection(direction);
transform.Rotate(new Vector3(0f, hor * 100f * Time.deltaTime, 0f));
}
}
}

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using FishNet.Connection;
using FishNet.Managing.Logging;
using FishNet.Managing.Scened;
using FishNet.Object;
using System.Collections.Generic;
using UnityEngine;
namespace FishNet.Example.Scened
{
/// <summary>
/// Loads a single scene, additive scenes, or both when a client
/// enters or exits this trigger.
/// </summary>
public class SceneLoaderExample : MonoBehaviour
{
/// <summary>
/// True to move the triggering object.
/// </summary>
[Tooltip("True to move the triggering object.")]
[SerializeField]
private bool _moveObject = true;
/// <summary>
/// True to move all connection objects (clients).
/// </summary>
[Tooltip("True to move all connection objects (clients).")]
[SerializeField]
private bool _moveAllObjects;
/// <summary>
/// True to replace current scenes with new scenes. First scene loaded will become active scene.
/// </summary>
[Tooltip("True to replace current scenes with new scenes. First scene loaded will become active scene.")]
[SerializeField]
private ReplaceOption _replaceOption = ReplaceOption.None;
/// <summary>
/// Scenes to load.
/// </summary>
[Tooltip("Scenes to load.")]
[SerializeField]
private string[] _scenes = new string[0];
/// <summary>
/// True to only unload for the connectioning causing the trigger.
/// </summary>
[Tooltip("True to only unload for the connectioning causing the trigger.")]
[SerializeField]
private bool _connectionOnly;
/// <summary>
/// True to automatically unload the loaded scenes when no more connections are using them.
/// </summary>
[Tooltip("True to automatically unload the loaded scenes when no more connections are using them.")]
[SerializeField]
private bool _automaticallyUnload = true;
/// <summary>
/// True to fire when entering the trigger. False to fire when exiting the trigger.
/// </summary>
[Tooltip("True to fire when entering the trigger. False to fire when exiting the trigger.")]
[SerializeField]
private bool _onTriggerEnter = true;
/// <summary>
/// Used to prevent excessive triggering when two clients are loaded and server is separate.
/// Client may enter trigger intentionally then when moved to a new scene will re-enter trigger
/// since original scene will still be loaded on server due to another client being in it.
/// This scenario is extremely unlikely in production but keep it in mind.
/// </summary>
private Dictionary<NetworkConnection, float> _triggeredTimes = new Dictionary<NetworkConnection, float>();
[Server(Logging = LoggingType.Off)]
private void OnTriggerEnter(Collider other)
{
if (!_onTriggerEnter)
return;
LoadScene(other.GetComponent<NetworkObject>());
}
[Server(Logging = LoggingType.Off)]
private void OnTriggerExit(Collider other)
{
if (_onTriggerEnter)
return;
LoadScene(other.GetComponent<NetworkObject>());
}
private void LoadScene(NetworkObject triggeringIdentity)
{
if (!InstanceFinder.NetworkManager.IsServer)
return;
//NetworkObject isn't necessarily needed but to ensure its the player only run if found.
if (triggeringIdentity == null)
return;
/* Dont let trigger hit twice by same connection too frequently
* See _triggeredTimes field for more info. */
if (_triggeredTimes.TryGetValue(triggeringIdentity.Owner, out float time))
{
if (Time.time - time < 0.5f)
return;
}
_triggeredTimes[triggeringIdentity.Owner] = Time.time;
//Which objects to move.
List<NetworkObject> movedObjects = new List<NetworkObject>();
if (_moveAllObjects)
{
foreach (NetworkConnection item in InstanceFinder.ServerManager.Clients.Values)
{
foreach (NetworkObject nob in item.Objects)
movedObjects.Add(nob);
}
}
else if (_moveObject)
{
movedObjects.Add(triggeringIdentity);
}
//Load options.
LoadOptions loadOptions = new LoadOptions
{
AutomaticallyUnload = _automaticallyUnload,
};
//Make scene data.
SceneLoadData sld = new SceneLoadData(_scenes);
sld.PreferredActiveScene = sld.SceneLookupDatas[0];
sld.ReplaceScenes = _replaceOption;
sld.Options = loadOptions;
sld.MovedNetworkObjects = movedObjects.ToArray();
//Load for connection only.
if (_connectionOnly)
InstanceFinder.SceneManager.LoadConnectionScenes(triggeringIdentity.Owner, sld);
//Load for all clients.
else
InstanceFinder.SceneManager.LoadGlobalScenes(sld);
}
}
}

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using FishNet.Managing.Logging;
using FishNet.Managing.Scened;
using FishNet.Object;
using UnityEngine;
namespace FishNet.Example.Scened
{
/// <summary>
/// Unloads specified scenes when entering or exiting this trigger.
/// </summary>
public class SceneUnloaderExample : MonoBehaviour
{
/// <summary>
/// Scenes to unload.
/// </summary>
[Tooltip("Scenes to unload.")]
[SerializeField]
private string[] _scenes = new string[0];
/// <summary>
/// True to only unload for the connectioning causing the trigger.
/// </summary>
[Tooltip("True to only unload for the connectioning causing the trigger.")]
[SerializeField]
private bool _connectionOnly;
/// <summary>
/// True to unload unused scenes.
/// </summary>
[Tooltip("True to unload unused scenes.")]
[SerializeField]
private bool _unloadUnused = true;
/// <summary>
/// True to fire when entering the trigger. False to fire when exiting the trigger.
/// </summary>
[Tooltip("True to fire when entering the trigger. False to fire when exiting the trigger.")]
[SerializeField]
private bool _onTriggerEnter = true;
[Server(Logging = LoggingType.Off)]
private void OnTriggerEnter(Collider other)
{
if (!_onTriggerEnter)
return;
UnloadScenes(other.gameObject.GetComponent<NetworkObject>());
}
[Server(Logging = LoggingType.Off)]
private void OnTriggerExit(Collider other)
{
if (_onTriggerEnter)
return;
UnloadScenes(other.gameObject.GetComponent<NetworkObject>());
}
/// <summary>
/// Unload scenes.
/// </summary>
/// <param name="triggeringIdentity"></param>
private void UnloadScenes(NetworkObject triggeringIdentity)
{
if (!InstanceFinder.NetworkManager.IsServer)
return;
//NetworkObject isn't necessarily needed but to ensure its the player only run if nob is found.
if (triggeringIdentity == null)
return;
UnloadOptions unloadOptions = new UnloadOptions()
{
Mode = (_unloadUnused) ? UnloadOptions.ServerUnloadMode.UnloadUnused : UnloadOptions.ServerUnloadMode.KeepUnused
};
SceneUnloadData sud = new SceneUnloadData(_scenes);
sud.Options = unloadOptions;
//Unload only for the triggering connection.
if (_connectionOnly)
InstanceFinder.SceneManager.UnloadConnectionScenes(triggeringIdentity.Owner, sud);
//Unload for all players.
else
InstanceFinder.SceneManager.UnloadGlobalScenes(sud);
}
}
}

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