StationObscurum/Assets/FishNet/Runtime/Generated/Component/Prediction/RigidbodyPauser.cs

361 lines
13 KiB
C#

using FishNet.Managing;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace FishNet.Component.Prediction
{
/// <summary>
/// Pauses and unpauses rigidbodies. While paused rigidbodies cannot be interacted with or simulated.
/// </summary>
public class RigidbodyPauser
{
#region Types.
/// <summary>
/// Data for a rigidbody before being set kinematic.
/// </summary>
private struct RigidbodyData
{
/// <summary>
/// Rigidbody for data.
/// </summary>
public Rigidbody Rigidbody;
/// <summary>
/// Cached velocity when being set kinematic.
/// </summary>
public Vector3 Velocity;
/// <summary>
/// Cached velocity when being set kinematic.
/// </summary>
public Vector3 AngularVelocity;
/// <summary>
/// Scene of this rigidbody when being set kinematic.
/// </summary>
public Scene SimulatedScene;
/// <summary>
/// True if the rigidbody was kinematic prior to being paused.
/// </summary>
public bool IsKinematic;
public RigidbodyData(Rigidbody rb)
{
Rigidbody = rb;
Rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous;
Velocity = Vector3.zero;
AngularVelocity = Vector3.zero;
SimulatedScene = rb.gameObject.scene;
IsKinematic = rb.isKinematic;
}
public void Update(Rigidbody rb)
{
Velocity = rb.velocity;
AngularVelocity = rb.angularVelocity;
SimulatedScene = rb.gameObject.scene;
IsKinematic = rb.isKinematic;
}
}
/// <summary>
/// Data for a rigidbody2d before being set kinematic.
/// </summary>
private struct Rigidbody2DData
{
/// <summary>
/// Rigidbody for data.
/// </summary>
public Rigidbody2D Rigidbody2d;
/// <summary>
/// Cached velocity when being set kinematic.
/// </summary>
public Vector2 Velocity;
/// <summary>
/// Cached velocity when being set kinematic.
/// </summary>
public float AngularVelocity;
/// <summary>
/// Scene of this rigidbody when being set kinematic.
/// </summary>
public Scene SimulatedScene;
/// <summary>
/// True if the rigidbody was simulated prior to being paused.
/// </summary>
public bool Simulated;
public Rigidbody2DData(Rigidbody2D rb)
{
Rigidbody2d = rb;
Rigidbody2d.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
Velocity = Vector2.zero;
AngularVelocity = 0f;
SimulatedScene = rb.gameObject.scene;
Simulated = rb.simulated;
}
public void Update(Rigidbody2D rb)
{
Velocity = rb.velocity;
AngularVelocity = rb.angularVelocity;
SimulatedScene = rb.gameObject.scene;
Simulated = rb.simulated;
}
}
#endregion
#region Public.
/// <summary>
/// True if the rigidbodies are considered paused.
/// </summary>
public bool Paused { get; private set; }
#endregion
#region Private.
/// <summary>
/// Rigidbody datas for found rigidbodies.
/// </summary>
private List<RigidbodyData> _rigidbodyDatas = new List<RigidbodyData>();
/// <summary>
/// Rigidbody2D datas for found rigidbodies;
/// </summary>
private List<Rigidbody2DData> _rigidbody2dDatas = new List<Rigidbody2DData>();
/// <summary>
/// Type of prediction movement which is being used.
/// </summary>
private RigidbodyType _rigidbodyType;
/// <summary>
///
/// </summary>
private static Scene _kinematicSceneCache;
/// <summary>
/// Scene used to simulate kinematic rigidbodies.
/// </summary>
private static Scene _kinematicScene
{
get
{
if (!_kinematicSceneCache.IsValid())
_kinematicSceneCache = SceneManager.CreateScene("RigidbodyPauser_Kinematic", new CreateSceneParameters(LocalPhysicsMode.Physics2D | LocalPhysicsMode.Physics3D));
return _kinematicSceneCache;
}
}
/// <summary>
/// Parent of GraphicalObject prior to unparenting.
/// </summary>
private Transform _graphicalParent;
/// <summary>
/// GraphicalObject to unparent when pausing.
/// </summary>
private Transform _graphicalObject;
#endregion
/// <summary>
/// Assigns rigidbodies.
/// </summary>
/// <param name="rbs">Rigidbodies2D to use.</param>
public void UpdateRigidbodies(Transform t, RigidbodyType rbType, bool getInChildren, Transform graphicalObject)
{
_rigidbodyType = rbType;
_rigidbodyDatas.Clear();
_rigidbody2dDatas.Clear();
//3D.
if (rbType == RigidbodyType.Rigidbody)
{
if (getInChildren)
{
Rigidbody[] rbs = t.GetComponentsInChildren<Rigidbody>();
for (int i = 0; i < rbs.Length; i++)
_rigidbodyDatas.Add(new RigidbodyData(rbs[i]));
}
else
{
Rigidbody rb = t.GetComponent<Rigidbody>();
if (rb != null)
_rigidbodyDatas.Add(new RigidbodyData(rb));
}
//Make sure all added datas are not the graphical object.
for (int i = 0; i < _rigidbodyDatas.Count; i++)
{
if (_rigidbodyDatas[i].Rigidbody.transform == graphicalObject)
{
NetworkManager.StaticLogError($"GameObject {t.name} has it's GraphicalObject as a child or on the same object as a Rigidbody object. The GraphicalObject must be a child of root, and not sit beneath or on any rigidbodies.");
graphicalObject = null;
}
}
}
//2D.
else
{
if (getInChildren)
{
Rigidbody2D[] rbs = t.GetComponentsInChildren<Rigidbody2D>();
for (int i = 0; i < rbs.Length; i++)
_rigidbody2dDatas.Add(new Rigidbody2DData(rbs[i]));
}
else
{
Rigidbody2D rb = t.GetComponent<Rigidbody2D>();
if (rb != null)
_rigidbody2dDatas.Add(new Rigidbody2DData(rb));
}
//Make sure all added datas are not the graphical object.
for (int i = 0; i < _rigidbody2dDatas.Count; i++)
{
if (_rigidbody2dDatas[i].Rigidbody2d.transform == graphicalObject)
{
NetworkManager.StaticLogError($"GameObject {t.name} has it's GraphicalObject as a child or on the same object as a Rigidbody object. The GraphicalObject must be a child of root, and not sit beneath or on any rigidbodies.");
graphicalObject = null;
}
}
}
if (graphicalObject != null)
{
_graphicalObject = graphicalObject;
_graphicalParent = graphicalObject.parent;
}
}
/// <summary>
/// Unpauses rigidbodies allowing them to interact normally.
/// </summary>
public void Unpause()
{
if (!Paused)
return;
Paused = false;
//3D.
if (_rigidbodyType == RigidbodyType.Rigidbody)
{
for (int i = 0; i < _rigidbodyDatas.Count; i++)
{
if (!UnpauseRigidbody(i))
{
_rigidbodyDatas.RemoveAt(i);
i--;
}
}
//Sets isKinematic status and returns if successful.
bool UnpauseRigidbody(int index)
{
RigidbodyData rbData = _rigidbodyDatas[index];
Rigidbody rb = rbData.Rigidbody;
if (rb == null)
return false;
rb.velocity = rbData.Velocity;
rb.angularVelocity = rbData.AngularVelocity;
rb.isKinematic = rbData.IsKinematic;
SceneManager.MoveGameObjectToScene(rb.transform.root.gameObject, rbData.SimulatedScene);
return true;
}
}
//2D.
else
{
for (int i = 0; i < _rigidbody2dDatas.Count; i++)
{
if (!UnpauseRigidbody(i))
{
_rigidbody2dDatas.RemoveAt(i);
i--;
}
}
//Sets isKinematic status and returns if successful.
bool UnpauseRigidbody(int index)
{
Rigidbody2DData rbData = _rigidbody2dDatas[index];
Rigidbody2D rb = rbData.Rigidbody2d;
if (rb == null)
return false;
rb.velocity = rbData.Velocity;
rb.angularVelocity = rbData.AngularVelocity;
rb.simulated = rbData.Simulated;
rb.isKinematic = !rbData.Simulated;
SceneManager.MoveGameObjectToScene(rb.transform.root.gameObject, rbData.SimulatedScene);
return true;
}
}
//Parent went null, then graphicalObject needs to be destroyed.
if (_graphicalParent == null && _graphicalObject != null)
MonoBehaviour.Destroy(_graphicalObject.gameObject);
else
_graphicalObject?.SetParent(_graphicalParent);
}
/// <summary>
/// Pauses rigidbodies preventing them from interacting.
/// </summary>
public void Pause()
{
if (Paused)
return;
Paused = true;
_graphicalObject?.SetParent(null);
Scene kinematicScene = _kinematicScene;
//3D.
if (_rigidbodyType == RigidbodyType.Rigidbody)
{
for (int i = 0; i < _rigidbodyDatas.Count; i++)
{
if (!PauseRigidbody(i))
{
_rigidbodyDatas.RemoveAt(i);
i--;
}
}
//Sets isKinematic status and returns if successful.
bool PauseRigidbody(int index)
{
RigidbodyData rbData = _rigidbodyDatas[index];
Rigidbody rb = rbData.Rigidbody;
if (rb == null)
return false;
rbData.Update(rb);
_rigidbodyDatas[index] = rbData;
SceneManager.MoveGameObjectToScene(rb.transform.root.gameObject, kinematicScene);
return true;
}
}
//2D.
else
{
for (int i = 0; i < _rigidbody2dDatas.Count; i++)
{
if (!PauseRigidbody(i))
{
_rigidbody2dDatas.RemoveAt(i);
i--;
}
}
//Sets isKinematic status and returns if successful.
bool PauseRigidbody(int index)
{
Rigidbody2DData rbData = _rigidbody2dDatas[index];
Rigidbody2D rb = rbData.Rigidbody2d;
if (rb == null)
return false;
rbData.Update(rb);
_rigidbody2dDatas[index] = rbData;
SceneManager.MoveGameObjectToScene(rb.transform.root.gameObject, kinematicScene);
return true;
}
}
}
}
}