using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace VelNet
{
///
/// This is a base class for all objects that a player can instantiated/owned
///
public class NetworkObject : MonoBehaviour
{
[Header("NetworkObject properties")]
public VelNetPlayer owner;
[Tooltip("Whether this object's ownership is transferrable. Should be true for player objects.")]
public bool ownershipLocked;
public bool IsMine => owner != null && owner.isLocal;
///
/// This is forged from the combination of the creator's id (-1 in the case of a scene object) and an object id, so it's always unique for a room
///
public string networkId;
///
/// This may be empty if it's not a prefab (scene object)
///
public string prefabName;
public bool isSceneObject;
public List syncedComponents;
public void SendBytes(NetworkComponent component, byte[] message, bool reliable = true)
{
if (!IsMine)
{
Debug.LogError("Can't send message if owner is null or not local", this);
return;
}
// send the message and an identifier for which component it belongs to
int index = syncedComponents.IndexOf(component);
owner.SendMessage(this, index.ToString(), message, reliable);
}
public void SendBytesToGroup(NetworkComponent component, string group, byte[] message, bool reliable = true)
{
if (!IsMine)
{
Debug.LogError("Can't send message if owner is null or not local", this);
return;
}
// send the message and an identifier for which component it belongs to
int index = syncedComponents.IndexOf(component);
owner.SendGroupMessage(this, group, index.ToString(), message, reliable);
}
public void ReceiveBytes(string identifier, byte[] message, string str_message = "")
{
// send the message to the right component
var index = int.Parse(identifier);
if(index < 0 || index >= syncedComponents.Count)
{
Debug.LogError("Got message for NetworkComponent that doesn't exist: " + identifier + " on " + prefabName);
Debug.Log(str_message);
return;
}
syncedComponents[int.Parse(identifier)].ReceiveBytes(message);
}
}
}