StationObscurum/Assets/FishNet/Runtime/Managing/Object/PrefabObjects/DefaultPrefabObjects.cs

104 lines
3.5 KiB
C#

using FishNet.Documenting;
using FishNet.Object.Helping;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using FishNet.Editing;
using UnityEditor;
#endif
using FishNet.Object;
namespace FishNet.Managing.Object
{
[APIExclude]
//[CreateAssetMenu(fileName = "New DefaultPrefabObjects", menuName = "FishNet/Spawnable Prefabs/Default Prefab Objects")]
public class DefaultPrefabObjects : SinglePrefabObjects
{
/// <summary>
/// Sets asset path hashes for prefabs starting at index, or if missing.
/// </summary
/// <return>Returns true if one or more NetworkObjects were updated.</return>
internal bool SetAssetPathHashes(int index)
{
#if UNITY_EDITOR
bool dirtied = false;
int count = base.GetObjectCount();
if (count == 0)
return false;
if (index < 0 || index >= count)
{
Debug.LogError($"Index {index} is out of range when trying to set asset path hashes. Collection length is {count}. Defaulf prefabs may need to be rebuilt.");
return false;
}
for (int i = 0; i < count; i++)
{
NetworkObject n = base.Prefabs[i];
if (i < index)
continue;
string pathAndName = $"{AssetDatabase.GetAssetPath(n.gameObject)}{n.gameObject.name}";
ulong hashcode = Hashing.GetStableHash64(pathAndName);
//Already set.
if (n.AssetPathHash == hashcode)
continue;
n.SetAssetPathHash(hashcode);
EditorUtility.SetDirty(n);
dirtied = true;
}
return dirtied;
#else
return false;
#endif
}
/// <summary>
/// Sorts prefabs by name and path hashcode.
/// </summary>
internal void Sort()
{
if (base.GetObjectCount() == 0)
return;
Dictionary<ulong, NetworkObject> hashcodesAndNobs = new Dictionary<ulong, NetworkObject>();
List<ulong> hashcodes = new List<ulong>();
bool error = false;
foreach (NetworkObject n in base.Prefabs)
{
hashcodes.Add(n.AssetPathHash);
//If hashcode is 0 something is wrong
if (n.AssetPathHash == 0)
{
error = true;
Debug.LogError($"AssetPathHash is not set for GameObject {n.name}.");
}
hashcodesAndNobs.Add(n.AssetPathHash, n);
}
//An error occured, no reason to continue.
if (error)
{
Debug.LogError($"One or more NetworkObject prefabs did not have their AssetPathHash set. This usually occurs when a prefab cannot be saved. Check the specified prefabs for missing scripts or serialization errors and correct them, then use Fish-Networking -> Refresh Default Prefabs.");
return;
}
//Once all hashes have been made re-add them to prefabs sorted.
hashcodes.Sort();
//Build to a new list using sorted hashcodes.
List<NetworkObject> sortedNobs = new List<NetworkObject>();
foreach (ulong hc in hashcodes)
sortedNobs.Add(hashcodesAndNobs[hc]);
base.Clear();
base.AddObjects(sortedNobs, false);
}
}
}