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using System.Collections;
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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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namespace Mirror.Examples.MultipleAdditiveScenes
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{
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[AddComponentMenu("")]
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public class MultiSceneNetManager : NetworkManager
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{
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[Header("Spawner Setup")]
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[Tooltip("Reward Prefab for the Spawner")]
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public GameObject rewardPrefab;
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public byte poolSize = 20;
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[Header("MultiScene Setup")]
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public int instances = 3;
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[Scene]
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public string gameScene;
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// This is set true after server loads all subscene instances
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bool subscenesLoaded;
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// subscenes are added to this list as they're loaded
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readonly List<Scene> subScenes = new List<Scene>();
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// Sequential index used in round-robin deployment of players into instances and score positioning
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int clientIndex;
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#region Server System Callbacks
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/// <summary>
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/// Called on the server when a client adds a new player with NetworkClient.AddPlayer.
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/// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
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/// </summary>
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/// <param name="conn">Connection from client.</param>
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public override void OnServerAddPlayer(NetworkConnectionToClient conn)
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{
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StartCoroutine(OnServerAddPlayerDelayed(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 OnStartServer ahead of it.
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IEnumerator OnServerAddPlayerDelayed(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 message to client to additively load the game scene
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conn.Send(new SceneMessage { sceneName = gameScene, sceneOperation = SceneOperation.LoadAdditive });
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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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Transform startPos = GetStartPosition();
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GameObject player = startPos != null
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? Instantiate(playerPrefab, startPos.position, startPos.rotation)
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: Instantiate(playerPrefab);
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// instantiating a "Player" prefab gives it the name "Player(clone)"
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// => appending the connectionId is WAY more useful for debugging!
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player.name = $"{playerPrefab.name} [connId={conn.connectionId}]";
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PlayerScore playerScore = player.GetComponent<PlayerScore>();
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playerScore.playerNumber = clientIndex;
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playerScore.scoreIndex = clientIndex / subScenes.Count;
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playerScore.matchIndex = clientIndex % subScenes.Count;
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// Do this only on server, not on clients
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// This is what allows Scene Interest Management
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// to isolate matches per scene instance on server.
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if (subScenes.Count > 0)
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SceneManager.MoveGameObjectToScene(player, subScenes[clientIndex % subScenes.Count]);
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NetworkServer.AddPlayerForConnection(conn, player);
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clientIndex++;
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}
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#endregion
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#region Start & Stop Callbacks
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/// <summary>
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/// This is invoked when a server is started - including when a host is started.
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/// <para>StartServer has multiple signatures, but they all cause this hook to be called.</para>
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/// </summary>
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public override void OnStartServer()
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{
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StartCoroutine(ServerLoadSubScenes());
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}
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// We're additively loading scenes, so GetSceneAt(0) will return the main "container" scene,
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// therefore we start the index at one and loop through instances value inclusively.
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// If instances is zero, the loop is bypassed entirely.
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IEnumerator ServerLoadSubScenes()
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{
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for (int index = 1; index <= instances; index++)
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{
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yield return SceneManager.LoadSceneAsync(gameScene, new LoadSceneParameters { loadSceneMode = LoadSceneMode.Additive, localPhysicsMode = LocalPhysicsMode.Physics3D });
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Scene newScene = SceneManager.GetSceneAt(index);
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subScenes.Add(newScene);
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}
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Spawner.InitializePool(rewardPrefab, poolSize);
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foreach (Scene scene in subScenes)
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if (scene.IsValid())
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Spawner.InitialSpawn(scene);
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subscenesLoaded = true;
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}
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/// <summary>
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/// This is called when a server is stopped - including when a host is stopped.
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/// </summary>
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public override void OnStopServer()
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{
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NetworkServer.SendToAll(new SceneMessage { sceneName = gameScene, sceneOperation = SceneOperation.UnloadAdditive });
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if (gameObject.activeSelf)
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StartCoroutine(ServerUnloadSubScenes());
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Spawner.ClearPool();
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clientIndex = 0;
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}
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// Unload the subScenes and unused assets and clear the subScenes list.
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IEnumerator ServerUnloadSubScenes()
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{
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for (int index = 0; index < subScenes.Count; index++)
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if (subScenes[index].IsValid())
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yield return SceneManager.UnloadSceneAsync(subScenes[index]);
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subScenes.Clear();
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subscenesLoaded = false;
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yield return Resources.UnloadUnusedAssets();
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}
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public override void OnClientSceneChanged()
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{
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// Don't initialize the pool for host client because it's
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// already initialized in OnRoomServerSceneChanged
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if (!NetworkServer.active && SceneManager.sceneCount > 1)
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Spawner.InitializePool(rewardPrefab, poolSize);
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base.OnClientSceneChanged();
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}
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// Unload all but the active scene, which is the "container" scene
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IEnumerator ClientUnloadSubScenes()
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{
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for (int index = 0; index < SceneManager.sceneCount; index++)
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if (SceneManager.GetSceneAt(index) != SceneManager.GetActiveScene())
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yield return SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(index));
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}
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/// <summary>
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/// This is called when a client is stopped.
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/// </summary>
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public override void OnStopClient()
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{
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// Clear the pool when stopping client
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// Only do this if we're not the host client because
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// pool needs to remain active for remote clients
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if (!NetworkServer.active)
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Spawner.ClearPool();
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// Make sure we're not in ServerOnly mode now after stopping host client
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if (mode == NetworkManagerMode.Offline)
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if (gameObject.activeSelf) StartCoroutine(ClientUnloadSubScenes());
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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: b982a1fd37427e64e8310a863d03d2c9
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userData:
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||||
serializedVersion: 1
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||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
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||||
assetPath: Assets/Mirror/Examples/MultipleAdditiveScenes/Scripts/MultiSceneNetManager.cs
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||||
uploadId: 736421
|
@ -0,0 +1,46 @@
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using UnityEngine;
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namespace Mirror.Examples.MultipleAdditiveScenes
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{
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[RequireComponent(typeof(Rigidbody))]
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public class PhysicsCollision : NetworkBehaviour
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{
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[Tooltip("how forcefully to push this object")]
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public float force = 12;
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public Rigidbody rigidbody3D;
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protected override void OnValidate()
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{
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base.OnValidate();
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if (rigidbody3D == null)
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rigidbody3D = GetComponent<Rigidbody>();
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}
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||||
void Start()
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{
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rigidbody3D.isKinematic = !isServer;
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}
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[ServerCallback]
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void OnCollisionStay(Collision other)
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{
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if (other.gameObject.CompareTag("Player"))
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{
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// get direction from which player is contacting object
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Vector3 direction = other.contacts[0].normal;
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// zero the y and normalize so we don't shove this through the floor or launch this over the wall
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direction.y = 0;
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direction = direction.normalized;
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// push this away from player...a bit less force for host player
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if (other.gameObject.GetComponent<NetworkIdentity>().connectionToClient.connectionId == NetworkConnection.LocalConnectionId)
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rigidbody3D.AddForce(direction * force * .5f);
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else
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rigidbody3D.AddForce(direction * force);
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}
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}
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}
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}
|
@ -0,0 +1,18 @@
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||||
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userData:
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serializedVersion: 1
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productId: 129321
|
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packageName: Mirror
|
||||
packageVersion: 96.0.1
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||||
assetPath: Assets/Mirror/Examples/MultipleAdditiveScenes/Scripts/PhysicsCollision.cs
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uploadId: 736421
|
@ -0,0 +1,30 @@
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using UnityEngine;
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namespace Mirror.Examples.MultipleAdditiveScenes
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{
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public class PlayerScore : NetworkBehaviour
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{
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[SyncVar]
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public int playerNumber;
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[SyncVar]
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public int scoreIndex;
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[SyncVar]
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public int matchIndex;
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[SyncVar]
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public uint score;
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public int clientMatchIndex = -1;
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void OnGUI()
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{
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if (!isServerOnly && !isLocalPlayer && clientMatchIndex < 0)
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clientMatchIndex = NetworkClient.connection.identity.GetComponent<PlayerScore>().matchIndex;
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if (isLocalPlayer || matchIndex == clientMatchIndex)
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GUI.Box(new Rect(10f + (scoreIndex * 110), 10f, 100f, 25f), $"P{playerNumber}: {score}");
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}
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}
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}
|
@ -0,0 +1,18 @@
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|
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packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/MultipleAdditiveScenes/Scripts/PlayerScore.cs
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||||
uploadId: 736421
|
@ -0,0 +1,65 @@
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||||
using UnityEngine;
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||||
namespace Mirror.Examples.MultipleAdditiveScenes
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{
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[AddComponentMenu("")]
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||||
[RequireComponent(typeof(Common.RandomColor))]
|
||||
public class Reward : NetworkBehaviour
|
||||
{
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||||
[Header("Components")]
|
||||
public Common.RandomColor randomColor;
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||||
|
||||
[Header("Diagnostics")]
|
||||
[ReadOnly, SerializeField]
|
||||
bool available = true;
|
||||
|
||||
protected override void OnValidate()
|
||||
{
|
||||
if (Application.isPlaying) return;
|
||||
|
||||
base.OnValidate();
|
||||
Reset();
|
||||
}
|
||||
|
||||
void Reset()
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||||
{
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// Default position out of reach
|
||||
transform.position = new Vector3(0, -1000, 0);
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||||
|
||||
if (randomColor == null)
|
||||
randomColor = GetComponent<Common.RandomColor>();
|
||||
}
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
available = true;
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// Don't process collisions when it's in the pool
|
||||
if (!gameObject.activeSelf) return;
|
||||
|
||||
// Set up physics layers to prevent this from being called by non-players
|
||||
// and eliminate the need for a tag check here.
|
||||
if (!other.CompareTag("Player")) return;
|
||||
|
||||
// This is a fast switch to prevent two players claiming the reward in a bang-bang close contest for it.
|
||||
// First to trigger turns it off, pending the object being destroyed a few frames later.
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||||
if (!available)
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||||
return;
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||||
|
||||
available = false;
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||||
|
||||
// Calculate the points from the color...lighter scores higher as the average approaches 255
|
||||
// UnityEngine.Color RGB values are byte 0 to 255
|
||||
uint points = (uint)((randomColor.color.r + randomColor.color.g + randomColor.color.b) / 3);
|
||||
|
||||
// award the points via SyncVar on Player's PlayerScore
|
||||
other.GetComponent<PlayerScore>().score += points;
|
||||
|
||||
Spawner.RecycleReward(gameObject);
|
||||
}
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||||
}
|
||||
}
|
@ -0,0 +1,18 @@
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assetPath: Assets/Mirror/Examples/MultipleAdditiveScenes/Scripts/Reward.cs
|
||||
uploadId: 736421
|
107
Assets/Mirror/Examples/MultipleAdditiveScenes/Scripts/Spawner.cs
Normal file
107
Assets/Mirror/Examples/MultipleAdditiveScenes/Scripts/Spawner.cs
Normal file
@ -0,0 +1,107 @@
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||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Mirror.Examples.MultipleAdditiveScenes
|
||||
{
|
||||
internal static class Spawner
|
||||
{
|
||||
static GameObject prefab;
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||||
static byte poolSize = 10;
|
||||
static Pool<GameObject> pool;
|
||||
static ushort counter;
|
||||
|
||||
internal static void InitializePool(GameObject poolPrefab, byte count)
|
||||
{
|
||||
prefab = poolPrefab;
|
||||
poolSize = count;
|
||||
|
||||
NetworkClient.RegisterPrefab(prefab, SpawnHandler, UnspawnHandler);
|
||||
pool = new Pool<GameObject>(CreateNew, poolSize);
|
||||
}
|
||||
|
||||
internal static void ClearPool()
|
||||
{
|
||||
if (prefab == null) return;
|
||||
|
||||
NetworkClient.UnregisterPrefab(prefab);
|
||||
|
||||
if (pool == null) return;
|
||||
|
||||
// destroy all objects in pool
|
||||
while (pool.Count > 0)
|
||||
Object.Destroy(pool.Get());
|
||||
|
||||
counter = 0;
|
||||
pool = null;
|
||||
}
|
||||
|
||||
static GameObject SpawnHandler(SpawnMessage msg) => Get(msg.position, msg.rotation);
|
||||
|
||||
static void UnspawnHandler(GameObject spawned) => Return(spawned);
|
||||
|
||||
static GameObject CreateNew()
|
||||
{
|
||||
// use this object as parent so that objects dont crowd hierarchy
|
||||
GameObject next = Object.Instantiate(prefab);
|
||||
counter++;
|
||||
next.name = $"{prefab.name}_pooled_{counter:00}";
|
||||
next.SetActive(false);
|
||||
return next;
|
||||
}
|
||||
|
||||
public static GameObject Get(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
GameObject next = pool.Get();
|
||||
|
||||
// set position/rotation and set active
|
||||
next.transform.SetPositionAndRotation(position, rotation);
|
||||
next.SetActive(true);
|
||||
return next;
|
||||
}
|
||||
|
||||
// Used to put object back into pool so they can b
|
||||
// Should be used on server after unspawning an object
|
||||
// Used on client by NetworkClient to unspawn objects
|
||||
public static void Return(GameObject spawned)
|
||||
{
|
||||
// disable object
|
||||
spawned.SetActive(false);
|
||||
|
||||
// move the object out of reach so OnTriggerEnter doesn't get called
|
||||
spawned.transform.position = new Vector3(0, -1000, 0);
|
||||
|
||||
// add back to pool
|
||||
pool.Return(spawned);
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
internal static void InitialSpawn(Scene scene)
|
||||
{
|
||||
for (int i = 0; i < 10; i++)
|
||||
SpawnReward(scene);
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
internal static void SpawnReward(Scene scene)
|
||||
{
|
||||
Vector3 spawnPosition = new Vector3(Random.Range(-19, 20), 1, Random.Range(-19, 20));
|
||||
GameObject reward = Get(spawnPosition, Quaternion.identity);
|
||||
SceneManager.MoveGameObjectToScene(reward, scene);
|
||||
NetworkServer.Spawn(reward);
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
internal static async void RecycleReward(GameObject reward)
|
||||
{
|
||||
NetworkServer.UnSpawn(reward);
|
||||
await DelayedSpawn(reward.scene);
|
||||
}
|
||||
|
||||
static async Task DelayedSpawn(Scene scene)
|
||||
{
|
||||
await Task.Delay(new System.TimeSpan(0, 0, 1));
|
||||
SpawnReward(scene);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
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|
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uploadId: 736421
|
Reference in New Issue
Block a user