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85 lines
4.6 KiB
C#

namespace Fusion {
using System;
using System.Collections.Generic;
using Sockets;
using UnityEngine;
/// <summary>
/// When running in Multi-Peer mode, this component automatically will register the associated
/// <see cref="NetworkRunner" /> with <see cref="NetworkRunnerVisibilityExtensions" />,
/// and will automatically attach loaded scene objects and spawned objects with the peers visibility handling.
/// </summary>
[ScriptHelp(BackColor = ScriptHeaderBackColor.Sand)]
[DisallowMultipleComponent]
public class RunnerEnableVisibility : Behaviour, INetworkRunnerCallbacks {
private void Awake() {
var runner = GetComponentInParent<NetworkRunner>();
if (runner) {
// Optimistically register this as if we are running multi-peer (can't know yet)
runner.EnableVisibilityExtension();
// Just to be safe against double registration.
runner.ObjectAcquired -= RunnerOnObjectAcquired;
runner.ObjectAcquired += RunnerOnObjectAcquired;
}
}
private void OnDestroy() {
if (TryGetComponent<NetworkRunner>(out var runner)) {
runner.DisableVisibilityExtension();
runner.RemoveCallbacks(this);
runner.ObjectAcquired -= RunnerOnObjectAcquired;
}
}
private void RunnerOnObjectAcquired(NetworkRunner runner, NetworkObject obj) {
if (runner.IsRunning == false) return;
if (runner.Config.PeerMode == NetworkProjectConfig.PeerModes.Single) {
Destroy(this);
return;
}
runner.AddVisibilityNodes(obj.gameObject);
}
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) {
}
void INetworkRunnerCallbacks.OnSceneLoadDone(NetworkRunner runner) {
if (runner.IsRunning == false) return;
if (runner.Config.PeerMode == NetworkProjectConfig.PeerModes.Single) {
Destroy(this);
return;
}
var scene = runner.SimulationUnityScene;
if (scene.IsValid())
foreach (var obj in scene.GetRootGameObjects())
runner.AddVisibilityNodes(obj);
}
#region Unused
void INetworkRunnerCallbacks.OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
void INetworkRunnerCallbacks.OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
void INetworkRunnerCallbacks.OnPlayerJoined(NetworkRunner runner, PlayerRef player) { }
void INetworkRunnerCallbacks.OnPlayerLeft(NetworkRunner runner, PlayerRef player) { }
void INetworkRunnerCallbacks.OnInput(NetworkRunner runner, NetworkInput input) { }
void INetworkRunnerCallbacks.OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
void INetworkRunnerCallbacks.OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason) { }
void INetworkRunnerCallbacks.OnConnectedToServer(NetworkRunner runner) { }
void INetworkRunnerCallbacks.OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason) { }
void INetworkRunnerCallbacks.OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }
void INetworkRunnerCallbacks.OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }
void INetworkRunnerCallbacks.OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }
void INetworkRunnerCallbacks.OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList) { }
void INetworkRunnerCallbacks.OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { }
void INetworkRunnerCallbacks.OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }
void INetworkRunnerCallbacks.OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { }
void INetworkRunnerCallbacks.OnSceneLoadStart(NetworkRunner runner) { }
#endregion
}
}