428 lines
14 KiB
C#
428 lines
14 KiB
C#
#if UNITY_EDITOR
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#if MIRROR
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using UnityEditor;
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using UnityEngine;
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using FishNet.Object;
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using FishNet.Documenting;
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using System.Collections.Generic;
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using FNNetworkTransform = FishNet.Component.Transforming.NetworkTransform;
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using FNNetworkAnimator = FishNet.Component.Animating.NetworkAnimator;
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using FNNetworkObserver = FishNet.Observing.NetworkObserver;
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using FishNet.Observing;
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using FishNet.Component.Observing;
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using FishNet.Editing;
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using System.IO;
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using System.Collections;
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using Mirror;
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using MirrorNetworkTransformBase = Mirror.NetworkTransformBase;
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using MirrorNetworkTransformChild = Mirror.NetworkTransformChild;
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using MirrorNetworkAnimator = Mirror.NetworkAnimator;
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#if !MIRROR_57_0_OR_NEWER
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using MirrorNetworkProximityChecker = Mirror.NetworkProximityChecker;
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using MirrorNetworkSceneChecker = Mirror.NetworkSceneChecker;
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#endif
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#if FGG_ASSETS
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using FlexNetworkAnimator = FirstGearGames.Mirrors.Assets.FlexNetworkAnimators.FlexNetworkAnimator;
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using FlexNetworkTransformBase = FirstGearGames.Mirrors.Assets.FlexNetworkTransforms.FlexNetworkTransformBase;
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using FastProximityChecker = FirstGearGames.Mirrors.Assets.NetworkProximities.FastProximityChecker;
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#endif
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#if FGG_PROJECTS
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using FlexSceneChecker = FirstGearGames.FlexSceneManager.FlexSceneChecker;
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#endif
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namespace FishNet.Upgrading.Mirror.Editing
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{
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/* IMPORTANT IMPORTANT IMPORTANT IMPORTANT
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* If you receive errors about missing Mirror components,
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* such as NetworkIdentity, then remove MIRROR and any other
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* MIRROR defines.
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* Project Settings -> Player -> Other -> Scripting Define Symbols.
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*
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* If you are also using my assets add FGG_ASSETS to the defines, and
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* then remove it after running this script. */
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[APIExclude]
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[ExecuteInEditMode]
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[InitializeOnLoad]
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public class MirrorUpgrade : MonoBehaviour
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{
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/// <summary>
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/// SceneCondition within FishNet.
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/// </summary>
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private SceneCondition _sceneCondition = null;
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/// <summary>
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/// DistanceCondition created for the user.
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/// </summary>
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private DistanceCondition _distanceCondition = null;
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/// <summary>
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///
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/// </summary>
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private int _replacedNetworkTransforms;
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/// <summary>
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///
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/// </summary>
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private int _replacedNetworkAnimators;
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/// <summary>
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///
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/// </summary>
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private int _replacedNetworkIdentities;
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/// <summary>
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///
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/// </summary>
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private int _replacedSceneCheckers;
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/// <summary>
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///
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/// </summary>
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private int _replacedProximityCheckers;
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/// <summary>
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/// True if anything was changed.
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/// </summary>
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private bool _changed;
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/// <summary>
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/// Index in gameObjects to iterate.
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/// </summary>
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private int _goIndex = -1;
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/// <summary>
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/// Found gameObjects to iterate.
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/// </summary>
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private List<GameObject> _gameObjects = new List<GameObject>();
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/// <summary>
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/// True if initialized.
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/// </summary>
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private bool _initialized;
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private const string OBJECT_NAME_PREFIX = "MirrorUpgrade";
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private void Awake()
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{
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gameObject.name = OBJECT_NAME_PREFIX;
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Debug.Log($"{gameObject.name} is working. Please wait until this object is removed from your hierarchy.");
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EditorApplication.update += EditorUpdate;
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}
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private void OnDestroy()
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{
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EditorApplication.update -= EditorUpdate;
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}
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private void EditorUpdate()
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{
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if (!_initialized)
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{
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FindConditions(true);
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_gameObjects = Finding.GetGameObjects(true, false, true, new string[] { "/Mirror/" });
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_goIndex = 0;
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_initialized = true;
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}
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if (_goIndex == -1)
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return;
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if (_goIndex >= _gameObjects.Count)
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{
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gameObject.name = $"{OBJECT_NAME_PREFIX} - 100%";
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Debug.Log($"Switched {_replacedNetworkTransforms} NetworkTransforms.");
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Debug.Log($"Switched {_replacedNetworkAnimators} NetworkAnimators.");
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Debug.Log($"Switched {_replacedSceneCheckers} SceneCheckers.");
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Debug.Log($"Switched {_replacedProximityCheckers} ProximityCheckers.");
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Debug.Log($"Switched {_replacedNetworkIdentities} NetworkIdentities.");
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if (_changed)
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PrintSaveWarning();
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DestroyImmediate(gameObject);
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return;
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}
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float percentFloat = ((float)_goIndex / (float)_gameObjects.Count) * 100f;
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int percentInt = Mathf.FloorToInt(percentFloat);
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gameObject.name = $"{OBJECT_NAME_PREFIX} - {percentInt}%";
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GameObject go = _gameObjects[_goIndex];
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_goIndex++;
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//Go went empty?
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if (go == null)
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return;
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/* When a component is removed
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* changed is set true and remove count is increased.
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* _goIndex is also returned before exiting the method.
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* This will cause the same gameObject to iterate
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* next update. This is important because the components
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* must be Switched in order, and I can only remove one
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* component per frame without Unity throwing a fit and
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* freezing. A while loop doesn't let Unity recognize the component
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* is gone(weird right? maybe editor thing), and a coroutine
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* doesn't show errors well, they just fail silently. */
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bool changedThisFrame = false;
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if (IterateNetworkTransform(go))
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{
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changedThisFrame = true;
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_changed = true;
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_replacedNetworkTransforms++;
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}
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if (IterateNetworkAnimator(go))
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{
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changedThisFrame = true;
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_changed = true;
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_replacedNetworkAnimators++;
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}
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if (IterateSceneChecker(go))
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{
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changedThisFrame = true;
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_changed = true;
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_replacedSceneCheckers++;
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}
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if (IterateProximityChecker(go))
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{
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changedThisFrame = true;
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_changed = true;
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_replacedProximityCheckers++;
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}
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if (changedThisFrame)
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{
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_goIndex--;
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return;
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}
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//NetworkIdentity must be done last.
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if (IterateNetworkIdentity(go))
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{
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_changed = true;
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_replacedNetworkIdentities++;
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}
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}
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/// <summary>
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/// Finds Condition scripts to be used with NetworkObserver.
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/// </summary>
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/// <param name="error"></param>
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private void FindConditions(bool error)
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{
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List<UnityEngine.Object> scriptableObjects;
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if (_sceneCondition == null)
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{
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scriptableObjects = Finding.GetScriptableObjects<SceneCondition>(true, true);
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//Use the first found scene condition, there should be only one.
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if (scriptableObjects.Count > 0)
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_sceneCondition = (SceneCondition)scriptableObjects[0];
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if (_sceneCondition == null && error)
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Debug.LogError("SceneCondition could not be found. Upgrading scene checker components will not function.");
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}
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if (_distanceCondition == null)
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{
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scriptableObjects = Finding.GetScriptableObjects<DistanceCondition>(false, true);
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if (scriptableObjects.Count > 0)
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{
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_distanceCondition = (DistanceCondition)scriptableObjects[0];
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}
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else
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{
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DistanceCondition dc = ScriptableObject.CreateInstance<DistanceCondition>();
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string savePath = "Assets";
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AssetDatabase.CreateAsset(dc, Path.Combine(savePath, $"CreatedDistanceCondition.asset"));
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Debug.LogWarning($"DistanceCondition has been created at {savePath}. Place this file somewhere within your project and change settings to your liking.");
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}
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if (_distanceCondition == null && error)
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Debug.LogError("DistanceCondition could not be found. Upgrading proximity checker components will not function.");
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}
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}
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private bool IterateNetworkTransform(GameObject go)
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{
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if (go.TryGetComponent(out MirrorNetworkTransformBase nt1))
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{
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Transform target;
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if (nt1 is MirrorNetworkTransformChild mc1)
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target = mc1.target;
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else
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target = go.transform;
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Replace(nt1, target);
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return true;
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}
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#if FGG_ASSETS
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if (go.TryGetComponent(out FlexNetworkTransformBase fntb))
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{
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Replace(fntb, fntb.TargetTransform);
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return true;
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}
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#endif
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void Replace(UnityEngine.Component component, Transform target)
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{
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EditorUtility.SetDirty(go);
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DestroyImmediate(component, true);
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if (target != null && !target.TryGetComponent<FNNetworkTransform>(out _))
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target.gameObject.AddComponent<FNNetworkTransform>();
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}
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//Fall through, nothing was replaced.
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return false;
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}
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private bool IterateNetworkAnimator(GameObject go)
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{
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if (go.TryGetComponent(out MirrorNetworkAnimator mna))
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{
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Replace(mna, mna.transform);
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return true;
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}
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#if FGG_ASSETS
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if (go.TryGetComponent(out FlexNetworkAnimator fna))
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{
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Replace(fna, fna.transform);
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return true;
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}
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#endif
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void Replace(UnityEngine.Component component, Transform target)
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{
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EditorUtility.SetDirty(go);
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DestroyImmediate(component, true);
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if (target == null)
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return;
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if (!target.TryGetComponent<FNNetworkAnimator>(out _))
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target.gameObject.AddComponent<FNNetworkAnimator>();
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}
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return false;
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}
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private bool IterateSceneChecker(GameObject go)
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{
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#if !MIRROR_57_0_OR_NEWER
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if (_sceneCondition == null)
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return false;
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if (go.TryGetComponent(out MirrorNetworkSceneChecker msc))
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{
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Replace(msc);
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return true;
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}
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#if FGG_PROJECTS
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if (go.TryGetComponent(out FlexSceneChecker fsc))
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{
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Replace(fsc);
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return true;
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}
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#endif
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void Replace(UnityEngine.Component component)
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{
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EditorUtility.SetDirty(go);
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DestroyImmediate(component, true);
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FNNetworkObserver networkObserver;
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if (!go.TryGetComponent(out networkObserver))
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networkObserver = go.AddComponent<FNNetworkObserver>();
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bool conditionFound = false;
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foreach (ObserverCondition condition in networkObserver.ObserverConditions)
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{
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if (condition.GetType() == typeof(SceneCondition))
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{
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conditionFound = true;
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break;
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}
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}
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//If not able to find scene condition then add one.
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if (!conditionFound)
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networkObserver.ObserverConditionsInternal.Add(_sceneCondition);
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}
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#endif
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return false;
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}
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private bool IterateProximityChecker(GameObject go)
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{
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#if !MIRROR_57_0_OR_NEWER
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if (_distanceCondition == null)
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return false;
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if (go.TryGetComponent(out MirrorNetworkProximityChecker mnpc))
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{
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Replace(mnpc);
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return true;
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}
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#if FGG_PROJECTS
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if (go.TryGetComponent(out FastProximityChecker fpc))
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{
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Replace(fpc);
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return true;
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}
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#endif
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void Replace(UnityEngine.Component component)
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{
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EditorUtility.SetDirty(go);
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DestroyImmediate(component, true);
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FNNetworkObserver networkObserver;
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if (!go.TryGetComponent(out networkObserver))
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networkObserver = go.AddComponent<FNNetworkObserver>();
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bool conditionFound = false;
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foreach (ObserverCondition condition in networkObserver.ObserverConditions)
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{
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if (condition.GetType() == typeof(DistanceCondition))
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{
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conditionFound = true;
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break;
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}
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}
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//If not able to find scene condition then add one.
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if (!conditionFound)
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networkObserver.ObserverConditionsInternal.Add(_distanceCondition);
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}
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#endif
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return false;
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}
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private bool IterateNetworkIdentity(GameObject go)
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{
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if (go.TryGetComponent(out NetworkIdentity netIdentity))
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{
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EditorUtility.SetDirty(go);
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DestroyImmediate(netIdentity, true);
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//Add nob if doesn't exist.
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if (!go.TryGetComponent<NetworkObject>(out _))
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go.AddComponent<NetworkObject>();
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return true;
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}
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return false;
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}
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private static void PrintSaveWarning()
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{
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Debug.LogWarning("You must File -> Save for changes to complete.");
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}
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}
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}
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#endif
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#endif |