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			123 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			123 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
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| using System.Collections.Generic;
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| using UnityEngine;
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| using UnityEngine.SceneManagement;
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| 
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| namespace Mirror
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| {
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|     /// <summary>
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|     /// Component that controls visibility of networked objects between scenes.
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|     /// <para>Any object with this component on it will only be visible to other objects in the same scene</para>
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|     /// <para>This would be used when the server has multiple additive subscenes loaded to isolate players to their respective subscenes</para>
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|     /// </summary>
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|     // Deprecated 2021-07-13
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|     [Obsolete(NetworkVisibilityObsoleteMessage.Message)]
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|     [DisallowMultipleComponent]
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|     [AddComponentMenu("Network/NetworkSceneChecker")]
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|     [RequireComponent(typeof(NetworkIdentity))]
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|     [HelpURL("https://mirror-networking.gitbook.io/docs/components/network-scene-checker")]
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|     public class NetworkSceneChecker : NetworkVisibility
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|     {
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|         /// <summary>
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|         /// Flag to force this object to be hidden from all observers.
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|         /// <para>If this object is a player object, it will not be hidden for that client.</para>
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|         /// </summary>
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|         [Tooltip("Enable to force this object to be hidden from all observers.")]
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|         public bool forceHidden;
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| 
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|         // Use Scene instead of string scene.name because when additively loading multiples of a subscene the name won't be unique
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|         static readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneCheckerObjects = new Dictionary<Scene, HashSet<NetworkIdentity>>();
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| 
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|         Scene currentScene;
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| 
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|         [ServerCallback]
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|         void Awake()
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|         {
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|             currentScene = gameObject.scene;
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|             // Debug.Log($"NetworkSceneChecker.Awake currentScene: {currentScene}");
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|         }
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| 
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|         public override void OnStartServer()
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|         {
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|             if (!sceneCheckerObjects.ContainsKey(currentScene))
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|                 sceneCheckerObjects.Add(currentScene, new HashSet<NetworkIdentity>());
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| 
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|             sceneCheckerObjects[currentScene].Add(netIdentity);
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|         }
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| 
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|         public override void OnStopServer()
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|         {
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|             if (sceneCheckerObjects.ContainsKey(currentScene) && sceneCheckerObjects[currentScene].Remove(netIdentity))
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|                 RebuildSceneObservers();
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|         }
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| 
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|         [ServerCallback]
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|         void Update()
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|         {
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|             if (currentScene == gameObject.scene)
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|                 return;
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| 
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|             // This object is in a new scene so observers in the prior scene
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|             // and the new scene need to rebuild their respective observers lists.
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| 
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|             // Remove this object from the hashset of the scene it just left
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|             sceneCheckerObjects[currentScene].Remove(netIdentity);
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| 
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|             // RebuildObservers of all NetworkIdentity's in the scene this object just left
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|             RebuildSceneObservers();
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| 
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|             // Set this to the new scene this object just entered
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|             currentScene = gameObject.scene;
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| 
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|             // Make sure this new scene is in the dictionary
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|             if (!sceneCheckerObjects.ContainsKey(currentScene))
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|                 sceneCheckerObjects.Add(currentScene, new HashSet<NetworkIdentity>());
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| 
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|             // Add this object to the hashset of the new scene
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|             sceneCheckerObjects[currentScene].Add(netIdentity);
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| 
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|             // RebuildObservers of all NetworkIdentity's in the scene this object just entered
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|             RebuildSceneObservers();
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|         }
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| 
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|         void RebuildSceneObservers()
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|         {
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|             foreach (NetworkIdentity networkIdentity in sceneCheckerObjects[currentScene])
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|                 if (networkIdentity != null)
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|                     networkIdentity.RebuildObservers(false);
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|         }
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| 
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|         /// <summary>
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|         /// Callback used by the visibility system to determine if an observer (player) can see this object.
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|         /// <para>If this function returns true, the network connection will be added as an observer.</para>
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|         /// </summary>
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|         /// <param name="conn">Network connection of a player.</param>
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|         /// <returns>True if the player can see this object.</returns>
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|         public override bool OnCheckObserver(NetworkConnection conn)
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|         {
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|             if (forceHidden)
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|                 return false;
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| 
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|             return conn.identity.gameObject.scene == gameObject.scene;
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|         }
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| 
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|         /// <summary>
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|         /// Callback used by the visibility system to (re)construct the set of observers that can see this object.
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|         /// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
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|         /// </summary>
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|         /// <param name="observers">The new set of observers for this object.</param>
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|         /// <param name="initialize">True if the set of observers is being built for the first time.</param>
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|         public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
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|         {
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|             // If forceHidden then return without adding any observers.
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|             if (forceHidden)
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|                 return;
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| 
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|             // Add everything in the hashset for this object's current scene
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|             foreach (NetworkIdentity networkIdentity in sceneCheckerObjects[currentScene])
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|                 if (networkIdentity != null && networkIdentity.connectionToClient != null)
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|                     observers.Add(networkIdentity.connectionToClient);
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|         }
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|     }
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| }
 | 
