using FishNet.Object;
using FishNet.Utility.Performance;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace FishNet.Utility.Extension
{
public static class SceneFN
{
#region Private.
///
/// Used for performance gains when getting objects.
///
private static List _gameObjectList = new List();
///
/// List for NetworkObjects.
///
private static List _networkObjectListA = new List();
///
/// List for NetworkObjects.
///
private static List _networkObjectListB = new List();
#endregion
///
/// Gets all NetworkObjects in a scene.
///
/// Scene to get objects in.
/// True to only return the first NetworkObject within an object chain. False will return nested NetworkObjects.
/// ListCache of found NetworkObjects.
///
public static void GetSceneNetworkObjects(Scene s, bool firstOnly, out ListCache nobCache)
{
nobCache = ListCaches.GetNetworkObjectCache();
//Iterate all root objects for the scene.
s.GetRootGameObjects(_gameObjectList);
foreach (GameObject go in _gameObjectList)
{
//Get NetworkObjects within children of each root.
go.GetComponentsInChildren(true, _networkObjectListA);
//If network objects are found.
if (_networkObjectListA.Count > 0)
{
//Add only the first networkobject
if (firstOnly)
{
/* The easiest way to see if a nob is nested is to
* get nobs in parent and if the count is greater than 1, then
* it is nested. The technique used here isn't exactly fast but
* it will only occur during scene loads, so I'm trading off speed
* for effort and readability. */
foreach (NetworkObject nob in _networkObjectListA)
{
nob.GetComponentsInParent(true, _networkObjectListB);
//No extra nobs, only this one.
if (_networkObjectListB.Count == 1)
nobCache.AddValue(nob);
}
}
//Not first only, add them all.
else
{
nobCache.AddValues(_networkObjectListA);
}
}
}
}
}
}