StationObscurum/Assets/FishNet/Example/All/SceneManager/Scripts/SceneLoaderExample.cs

148 lines
5.2 KiB
C#

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);
}
}
}