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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Mirror.Examples.AdditiveLevels
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{
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[AddComponentMenu("")]
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public class AdditiveLevelsNetworkManager : NetworkManager
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{
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public static new AdditiveLevelsNetworkManager singleton => (AdditiveLevelsNetworkManager)NetworkManager.singleton;
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[Header("Additive Scenes - First is start scene")]
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[Scene, Tooltip("Add additive scenes here.\nFirst entry will be players' start scene")]
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public string[] additiveScenes;
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[Header("Fade Control - See child FadeCanvas")]
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[Tooltip("Reference to FadeInOut script on child FadeCanvas")]
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public FadeInOut fadeInOut;
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// This is set true after server loads all subscene instances
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bool subscenesLoaded;
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// This is managed in LoadAdditive, UnloadAdditive, and checked in OnClientSceneChanged
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bool isInTransition;
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#region Scene Management
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/// <summary>
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/// Called on the server when a scene is completed loaded, when the scene load was initiated by the server with ServerChangeScene().
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/// </summary>
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/// <param name="sceneName">The name of the new scene.</param>
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public override void OnServerSceneChanged(string sceneName)
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{
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// This fires after server fully changes scenes, e.g. offline to online
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// If server has just loaded the Container (online) scene, load the subscenes on server
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if (sceneName == onlineScene)
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StartCoroutine(ServerLoadSubScenes());
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}
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IEnumerator ServerLoadSubScenes()
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{
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foreach (string additiveScene in additiveScenes)
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yield return SceneManager.LoadSceneAsync(additiveScene, new LoadSceneParameters
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{
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loadSceneMode = LoadSceneMode.Additive,
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localPhysicsMode = LocalPhysicsMode.Physics3D // change this to .Physics2D for a 2D game
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});
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subscenesLoaded = true;
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}
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/// <summary>
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/// Called from ClientChangeScene immediately before SceneManager.LoadSceneAsync is executed
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/// <para>This allows client to do work / cleanup / prep before the scene changes.</para>
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/// </summary>
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/// <param name="sceneName">Name of the scene that's about to be loaded</param>
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/// <param name="sceneOperation">Scene operation that's about to happen</param>
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/// <param name="customHandling">true to indicate that scene loading will be handled through overrides</param>
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public override void OnClientChangeScene(string sceneName, SceneOperation sceneOperation, bool customHandling)
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{
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//Debug.Log($"{System.DateTime.Now:HH:mm:ss:fff} OnClientChangeScene {sceneName} {sceneOperation}");
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if (sceneOperation == SceneOperation.UnloadAdditive)
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StartCoroutine(UnloadAdditive(sceneName));
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if (sceneOperation == SceneOperation.LoadAdditive)
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StartCoroutine(LoadAdditive(sceneName));
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}
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IEnumerator LoadAdditive(string sceneName)
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{
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isInTransition = true;
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// This will return immediately if already faded in
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// e.g. by UnloadAdditive or by default startup state
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yield return fadeInOut.FadeIn();
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// host client is on server...don't load the additive scene again
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if (mode == NetworkManagerMode.ClientOnly)
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{
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// Start loading the additive subscene
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loadingSceneAsync = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
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while (loadingSceneAsync != null && !loadingSceneAsync.isDone)
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yield return null;
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}
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// Reset these to false when ready to proceed
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NetworkClient.isLoadingScene = false;
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isInTransition = false;
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OnClientSceneChanged();
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// Reveal the new scene content.
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yield return fadeInOut.FadeOut();
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}
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IEnumerator UnloadAdditive(string sceneName)
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{
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isInTransition = true;
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// This will return immediately if already faded in
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// e.g. by LoadAdditive above or by default startup state.
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yield return fadeInOut.FadeIn();
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// host client is on server...don't unload the additive scene here.
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if (mode == NetworkManagerMode.ClientOnly)
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{
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yield return SceneManager.UnloadSceneAsync(sceneName);
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yield return Resources.UnloadUnusedAssets();
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}
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// Reset these to false when ready to proceed
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NetworkClient.isLoadingScene = false;
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isInTransition = false;
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OnClientSceneChanged();
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// There is no call to FadeOut here on purpose.
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// Expectation is that a LoadAdditive or full scene change
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// will follow that will call FadeOut after that scene loads.
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}
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/// <summary>
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/// Called on clients when a scene has completed loaded, when the scene load was initiated by the server.
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/// <para>Scene changes can cause player objects to be destroyed. The default implementation of OnClientSceneChanged in the NetworkManager is to add a player object for the connection if no player object exists.</para>
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/// </summary>
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/// <param name="conn">The network connection that the scene change message arrived on.</param>
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public override void OnClientSceneChanged()
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{
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// Only call the base method if not in a transition.
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// This will be called from LoadAdditive / UnloadAdditive after setting isInTransition to false
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// but will also be called first by Mirror when the scene loading finishes.
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if (!isInTransition)
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base.OnClientSceneChanged();
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}
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#endregion
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#region Server System Callbacks
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/// <summary>
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/// Called on the server when a client is ready.
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/// <para>The default implementation of this function calls NetworkServer.SetClientReady() to continue the network setup process.</para>
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/// </summary>
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/// <param name="conn">Connection from client.</param>
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public override void OnServerReady(NetworkConnectionToClient conn)
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{
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// This fires from a Ready message client sends to server after loading the online scene
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base.OnServerReady(conn);
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if (conn.identity == null)
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StartCoroutine(AddPlayerDelayed(conn));
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}
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// This delay is mostly for the host player that loads too fast for the
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// server to have subscenes async loaded from OnServerSceneChanged ahead of it.
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IEnumerator AddPlayerDelayed(NetworkConnectionToClient conn)
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{
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// Wait for server to async load all subscenes for game instances
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while (!subscenesLoaded)
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yield return null;
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// Send Scene msg to client telling it to load the first additive scene
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conn.Send(new SceneMessage { sceneName = additiveScenes[0], sceneOperation = SceneOperation.LoadAdditive, customHandling = true });
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// We have Network Start Positions in first additive scene...pick one
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Transform start = GetStartPosition();
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// Instantiate player as child of start position - this will place it in the additive scene
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// This also lets player object "inherit" pos and rot from start position transform
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GameObject player = Instantiate(playerPrefab, start);
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// now set parent null to get it out from under the Start Position object
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player.transform.SetParent(null);
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// Wait for end of frame before adding the player to ensure Scene Message goes first
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yield return new WaitForEndOfFrame();
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// Finally spawn the player object for this connection
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NetworkServer.AddPlayerForConnection(conn, player);
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}
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#endregion
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}
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}
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@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: 01eafa8309a0894479f0f87ae1a9c30f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 129321
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packageName: Mirror
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packageVersion: 96.0.1
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assetPath: Assets/Mirror/Examples/AdditiveLevels/Scripts/AdditiveLevelsNetworkManager.cs
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uploadId: 736421
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77
Assets/Mirror/Examples/AdditiveLevels/Scripts/FadeInOut.cs
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77
Assets/Mirror/Examples/AdditiveLevels/Scripts/FadeInOut.cs
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Mirror.Examples.AdditiveLevels
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{
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public class FadeInOut : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] Image panelImage;
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[Header("Settings")]
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[SerializeField, Range(1, 10)]
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[Tooltip("Time in seconds to fade in")]
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byte fadeInTime = 2;
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[SerializeField, Range(1, 10)]
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[Tooltip("Time in seconds to fade out")]
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byte fadeOutTime = 2;
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bool isFading;
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void OnValidate()
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{
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if (panelImage == null)
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panelImage = GetComponentInChildren<Image>();
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fadeInTime = (byte)Mathf.Max(fadeInTime, 1);
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fadeOutTime = (byte)Mathf.Max(fadeOutTime, 1);
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}
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public float GetFadeInTime() => fadeInTime + Time.fixedDeltaTime;
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public IEnumerator FadeIn()
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{
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//Debug.Log($"FadeIn {isFading}");
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yield return FadeImage(0f, 1f, fadeInTime);
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}
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public float GetFadeOutTime() => fadeOutTime + Time.fixedDeltaTime;
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public IEnumerator FadeOut()
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{
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//Debug.Log($"FadeOut {isFading}");
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yield return FadeImage(1f, 0f, fadeOutTime);
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}
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private IEnumerator FadeImage(float startAlpha, float endAlpha, float duration)
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{
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if (panelImage == null) yield break;
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if (isFading) yield break;
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// Short circuit if the alpha is already at endAlpha
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Color color = panelImage.color;
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if (Mathf.Approximately(color.a, endAlpha)) yield break;
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isFading = true;
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float elapsedTime = 0f;
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float fixedDeltaTime = Time.fixedDeltaTime;
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while (elapsedTime < duration)
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{
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elapsedTime += fixedDeltaTime;
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float alpha = Mathf.Lerp(startAlpha, endAlpha, elapsedTime / duration);
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panelImage.color = new Color(color.r, color.g, color.b, alpha);
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yield return new WaitForFixedUpdate();
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}
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// Ensure the final alpha value is set
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panelImage.color = new Color(color.r, color.g, color.b, endAlpha);
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isFading = false;
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}
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}
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}
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@ -0,0 +1,18 @@
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fileFormatVersion: 2
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||||
guid: 363a8867bb9c7b845a73233566df8c1e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 129321
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packageName: Mirror
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packageVersion: 96.0.1
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assetPath: Assets/Mirror/Examples/AdditiveLevels/Scripts/FadeInOut.cs
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uploadId: 736421
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@ -0,0 +1,21 @@
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using UnityEngine;
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namespace Mirror.Examples.AdditiveLevels
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{
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// This script is attached to portal labels to keep them facing the camera
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public class LookAtMainCamera : MonoBehaviour
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{
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// This will be enabled by Portal script in OnStartClient
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void OnValidate()
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{
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this.enabled = false;
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}
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// LateUpdate so that all camera updates are finished.
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[ClientCallback]
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void LateUpdate()
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{
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transform.forward = Camera.main.transform.forward;
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}
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}
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}
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@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: cc58300ee45438a418d9e32957fdc0c0
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MonoImporter:
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externalObjects: {}
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 129321
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||||
packageName: Mirror
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packageVersion: 96.0.1
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assetPath: Assets/Mirror/Examples/AdditiveLevels/Scripts/LookAtMainCamera.cs
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uploadId: 736421
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104
Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs
Normal file
104
Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs
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@ -0,0 +1,104 @@
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using System.Collections;
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using System.IO;
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using System.Text.RegularExpressions;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Mirror.Examples.AdditiveLevels
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{
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public class Portal : NetworkBehaviour
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{
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[Scene, Tooltip("Which scene to send player from here")]
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public string destinationScene;
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[Tooltip("Where to spawn player in Destination Scene")]
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public Vector3 startPosition;
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[Tooltip("Reference to child TextMesh label")]
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public TextMesh label; // don't depend on TMPro. 2019 errors.
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[SyncVar(hook = nameof(OnLabelTextChanged))]
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public string labelText;
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public void OnLabelTextChanged(string _, string newValue)
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{
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label.text = labelText;
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}
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public override void OnStartServer()
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{
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labelText = Path.GetFileNameWithoutExtension(destinationScene).Replace("MirrorAdditiveLevels", "");
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// Simple Regex to insert spaces before capitals, numbers
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labelText = Regex.Replace(labelText, @"\B[A-Z0-9]+", " $0");
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}
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public override void OnStartClient()
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{
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if (label.TryGetComponent(out LookAtMainCamera lookAtMainCamera))
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lookAtMainCamera.enabled = true;
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}
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// Note that I have created layers called Player(6) and Portal(7) and set them
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// up in the Physics collision matrix so only Player collides with Portal.
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void OnTriggerEnter(Collider other)
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{
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if (!(other is CapsuleCollider)) return; // ignore CharacterController colliders
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//Debug.Log($"Portal.OnTriggerEnter {other}");
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// tag check in case you didn't set up the layers and matrix as noted above
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if (!other.CompareTag("Player")) return;
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// applies to host client on server and remote clients
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if (other.TryGetComponent(out Common.Controllers.Player.PlayerControllerBase playerController))
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playerController.enabled = false;
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if (isServer)
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StartCoroutine(SendPlayerToNewScene(other.gameObject));
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}
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[ServerCallback]
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IEnumerator SendPlayerToNewScene(GameObject player)
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{
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if (!player.TryGetComponent(out NetworkIdentity identity)) yield break;
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NetworkConnectionToClient conn = identity.connectionToClient;
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if (conn == null) yield break;
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// Tell client to unload previous subscene with custom handling (see NetworkManager::OnClientChangeScene).
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conn.Send(new SceneMessage { sceneName = gameObject.scene.path, sceneOperation = SceneOperation.UnloadAdditive, customHandling = true });
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// wait for fader to complete.
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yield return new WaitForSeconds(AdditiveLevelsNetworkManager.singleton.fadeInOut.GetFadeInTime());
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// Remove player after fader has completed
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NetworkServer.RemovePlayerForConnection(conn, RemovePlayerOptions.Unspawn);
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// yield a frame allowing interest management to update
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// and all spawned objects to be destroyed on client
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yield return null;
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// reposition player on server and client
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player.transform.position = startPosition;
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// Rotate player to face center of scene
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// Player is 2m tall with pivot at 0,1,0 so we need to look at
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// 1m height to not tilt the player down to look at origin
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player.transform.LookAt(Vector3.up);
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// Move player to new subscene.
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SceneManager.MoveGameObjectToScene(player, SceneManager.GetSceneByPath(destinationScene));
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// Tell client to load the new subscene with custom handling (see NetworkManager::OnClientChangeScene).
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conn.Send(new SceneMessage { sceneName = destinationScene, sceneOperation = SceneOperation.LoadAdditive, customHandling = true });
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// Player will be spawned after destination scene is loaded
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NetworkServer.AddPlayerForConnection(conn, player);
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// host client playerController would have been disabled by OnTriggerEnter above
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// Remote client players are respawned with playerController already enabled
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if (NetworkClient.localPlayer != null && NetworkClient.localPlayer.TryGetComponent(out Common.Controllers.Player.PlayerControllerBase playerController))
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playerController.enabled = true;
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||||
}
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||||
}
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}
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18
Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs.meta
Normal file
18
Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs.meta
Normal file
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs
|
||||
uploadId: 736421
|
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