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Assets/Mirror/Examples/CCU/CCUNetworkManager.cs
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93
Assets/Mirror/Examples/CCU/CCUNetworkManager.cs
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using UnityEngine;
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namespace Mirror.Examples.CCU
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{
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[AddComponentMenu("")]
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public class CCUNetworkManager : NetworkManager
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{
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[Header("Spawns")]
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public int spawnAmount = 10_000;
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public float interleave = 1;
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public GameObject spawnPrefab;
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// player spawn positions should be spread across the world.
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// not all at one place.
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// but _some_ at the same place.
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// => deterministic random is ideal
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[Range(0, 1)] public float spawnPositionRatio = 0.01f;
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System.Random random = new System.Random(42);
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void SpawnAll()
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{
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// clear previous player spawn positions in case we start twice
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foreach (Transform position in startPositions)
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Destroy(position.gameObject);
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startPositions.Clear();
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// calculate sqrt so we can spawn N * N = Amount
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float sqrt = Mathf.Sqrt(spawnAmount);
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// calculate spawn xz start positions
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// based on spawnAmount * distance
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float offset = -sqrt / 2 * interleave;
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// spawn exactly the amount, not one more.
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int spawned = 0;
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for (int spawnX = 0; spawnX < sqrt; ++spawnX)
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{
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for (int spawnZ = 0; spawnZ < sqrt; ++spawnZ)
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{
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// spawn exactly the amount, not any more
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// (our sqrt method isn't 100% precise)
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if (spawned < spawnAmount)
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{
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// spawn & position
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GameObject go = Instantiate(spawnPrefab);
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float x = offset + spawnX * interleave;
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float z = offset + spawnZ * interleave;
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Vector3 position = new Vector3(x, 0, z);
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go.transform.position = position;
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// spawn
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NetworkServer.Spawn(go);
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++spawned;
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// add random spawn position for players.
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// don't have them all in the same place.
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if (random.NextDouble() <= spawnPositionRatio)
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{
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GameObject spawnGO = new GameObject("Spawn");
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spawnGO.transform.position = position;
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spawnGO.AddComponent<NetworkStartPosition>();
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}
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}
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}
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}
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}
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// overwrite random spawn position selection:
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// - needs to be deterministic so every CCU test results in the same
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// - needs to be random so not only are the spawn positions spread out
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// randomly, we also have a random amount of players per spawn position
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public override Transform GetStartPosition()
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{
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// first remove any dead transforms
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startPositions.RemoveAll(t => t == null);
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if (startPositions.Count == 0)
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return null;
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// pick a random one
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int index = random.Next(0, startPositions.Count); // DETERMINISTIC
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return startPositions[index];
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}
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public override void OnStartServer()
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{
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base.OnStartServer();
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SpawnAll();
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}
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}
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}
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