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51 lines
1.7 KiB
C#
51 lines
1.7 KiB
C#
3 weeks ago
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using System;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Unity.Multiplayer.Samples.Utilities
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{
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public class NetworkObjectSpawner : MonoBehaviour
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{
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public NetworkObject prefabReference;
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public void Awake()
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{
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if (NetworkManager.Singleton && NetworkManager.Singleton.IsServer &&
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NetworkManager.Singleton.SceneManager != null)
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{
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NetworkManager.Singleton.SceneManager.OnLoadEventCompleted += SceneManagerOnOnLoadEventCompleted;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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void OnDestroy()
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{
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if (NetworkManager.Singleton && NetworkManager.Singleton.IsServer &&
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NetworkManager.Singleton.SceneManager != null)
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{
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NetworkManager.Singleton.SceneManager.OnLoadEventCompleted -= SceneManagerOnOnLoadEventCompleted;
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}
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}
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void SceneManagerOnOnLoadEventCompleted(string sceneName, LoadSceneMode loadSceneMode, List<ulong> clientsCompleted, List<ulong> clientsTimedOut)
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{
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SpawnNetworkObject();
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Destroy(gameObject);
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}
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void SpawnNetworkObject()
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{
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var instantiatedNetworkObject = Instantiate(prefabReference, transform.position, transform.rotation, null);
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SceneManager.MoveGameObjectToScene(instantiatedNetworkObject.gameObject,
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SceneManager.GetSceneByName(gameObject.scene.name));
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instantiatedNetworkObject.transform.localScale = transform.lossyScale;
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instantiatedNetworkObject.Spawn(destroyWithScene: true);
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}
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}
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}
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