190 lines
6.1 KiB
C#
190 lines
6.1 KiB
C#
using FishNet.Documenting;
|
|
using FishNet.Serializing.Helping;
|
|
using FishNet.Utility.Constant;
|
|
using System.Runtime.CompilerServices;
|
|
using UnityEngine;
|
|
|
|
[assembly: InternalsVisibleTo(UtilityConstants.CODEGEN_ASSEMBLY_NAME)]
|
|
namespace FishNet.Object
|
|
{
|
|
/// <summary>
|
|
/// Scripts which inherit from NetworkBehaviour can be used to gain insight of, and perform actions on the network.
|
|
/// </summary>
|
|
public abstract partial class NetworkBehaviour : MonoBehaviour
|
|
{
|
|
/// <summary>
|
|
/// True if this NetworkBehaviour is initialized for the network.
|
|
/// </summary>
|
|
public bool IsSpawned => _networkObjectCache.IsSpawned;
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
[SerializeField, HideInInspector]
|
|
private byte _componentIndexCache = byte.MaxValue;
|
|
/// <summary>
|
|
/// ComponentIndex for this NetworkBehaviour.
|
|
/// </summary>
|
|
public byte ComponentIndex
|
|
{
|
|
get => _componentIndexCache;
|
|
private set => _componentIndexCache = value;
|
|
}
|
|
#if UNITY_EDITOR
|
|
/// <summary>
|
|
/// NetworkObject automatically added or discovered during edit time.
|
|
/// </summary>
|
|
[SerializeField, HideInInspector]
|
|
private NetworkObject _addedNetworkObject;
|
|
#endif
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
[SerializeField, HideInInspector]
|
|
private NetworkObject _networkObjectCache;
|
|
/// <summary>
|
|
/// NetworkObject this behaviour is for.
|
|
/// </summary>
|
|
public NetworkObject NetworkObject => _networkObjectCache;
|
|
|
|
/// <summary>
|
|
/// Initializes this script. This will only run once even as host.
|
|
/// </summary>
|
|
/// <param name="networkObject"></param>
|
|
/// <param name="componentIndex"></param>
|
|
internal void InitializeOnce_Internal()
|
|
{
|
|
InitializeOnceSyncTypes();
|
|
InitializeOnceRpcLinks();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Serializes information for network components.
|
|
/// </summary>
|
|
internal void SerializeComponents(NetworkObject nob, byte componentIndex)
|
|
{
|
|
_networkObjectCache = nob;
|
|
ComponentIndex = componentIndex;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Manually initializes network content for the NetworkBehaviour if the object it's on is disabled.
|
|
/// </summary>
|
|
internal void InitializeIfDisabled()
|
|
{
|
|
if (gameObject.activeInHierarchy)
|
|
return;
|
|
|
|
NetworkInitializeIfDisabled();
|
|
}
|
|
/// <summary>
|
|
/// Long name is to prevent users from potentially creating their own method named the same.
|
|
/// </summary>
|
|
[CodegenMakePublic]
|
|
[APIExclude]
|
|
internal virtual void NetworkInitializeIfDisabled() { }
|
|
|
|
#region Editor.
|
|
protected virtual void Reset()
|
|
{
|
|
#if UNITY_EDITOR
|
|
if (Application.isPlaying)
|
|
return;
|
|
|
|
TryAddNetworkObject();
|
|
#endif
|
|
}
|
|
|
|
protected virtual void OnValidate()
|
|
{
|
|
#if UNITY_EDITOR
|
|
if (Application.isPlaying)
|
|
return;
|
|
|
|
TryAddNetworkObject();
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resets this NetworkBehaviour so that it may be added to an object pool.
|
|
/// </summary>
|
|
internal void ResetForObjectPool()
|
|
{
|
|
ResetSyncTypes();
|
|
ClearReplicateCache();
|
|
ClearBuffedRpcs();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Tries to add the NetworkObject component.
|
|
/// </summary>
|
|
private NetworkObject TryAddNetworkObject()
|
|
{
|
|
#if UNITY_EDITOR
|
|
if (Application.isPlaying)
|
|
return _addedNetworkObject;
|
|
|
|
if (_addedNetworkObject != null)
|
|
{
|
|
AlertToDuplicateNetworkObjects(_addedNetworkObject.transform);
|
|
return _addedNetworkObject;
|
|
}
|
|
|
|
/* Manually iterate up the chain because GetComponentInParent doesn't
|
|
* work when modifying prefabs in the inspector. Unity, you're starting
|
|
* to suck a lot right now. */
|
|
NetworkObject result = null;
|
|
Transform climb = transform;
|
|
|
|
while (climb != null)
|
|
{
|
|
if (climb.TryGetComponent<NetworkObject>(out result))
|
|
break;
|
|
else
|
|
climb = climb.parent;
|
|
}
|
|
|
|
if (result != null)
|
|
{
|
|
_addedNetworkObject = result;
|
|
}
|
|
//Not found, add a new nob.
|
|
else
|
|
{
|
|
_addedNetworkObject = transform.root.gameObject.AddComponent<NetworkObject>();
|
|
Debug.Log($"Script {GetType().Name} on object {gameObject.name} added a NetworkObject component to {transform.root.name}.");
|
|
}
|
|
|
|
AlertToDuplicateNetworkObjects(_addedNetworkObject.transform);
|
|
return _addedNetworkObject;
|
|
|
|
//Removes duplicate network objects from t.
|
|
void AlertToDuplicateNetworkObjects(Transform t)
|
|
{
|
|
NetworkObject[] nobs = t.GetComponents<NetworkObject>();
|
|
//This shouldn't be possible but does occur sometimes; maybe a unity bug?
|
|
if (nobs.Length > 1)
|
|
{
|
|
//Update added to first entryt.
|
|
_addedNetworkObject = nobs[0];
|
|
|
|
string useMenu = " You may also use the Fish-Networking menu to automatically remove duplicate NetworkObjects.";
|
|
string sceneName = t.gameObject.scene.name;
|
|
if (string.IsNullOrEmpty(sceneName))
|
|
Debug.LogError($"Prefab {t.name} has multiple NetworkObject components. Please remove the extra component(s) to prevent errors.{useMenu}");
|
|
else
|
|
Debug.LogError($"Object {t.name} in scene {sceneName} has multiple NetworkObject components. Please remove the extra component(s) to prevent errors.{useMenu}");
|
|
}
|
|
|
|
}
|
|
#else
|
|
return null;
|
|
#endif
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
|
|
|
|
} |