128 lines
3.4 KiB
C#
128 lines
3.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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namespace VelNet
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{
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/// <summary>
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/// This is a base class for all objects that a player can instantiated/owned
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/// </summary>
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public class NetworkObject : MonoBehaviour
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{
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[Header("NetworkObject properties")] public VelNetPlayer owner;
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[Tooltip("Whether this object's ownership is transferrable. Should be true for player objects.")]
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public bool ownershipLocked;
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public bool IsMine => owner != null && owner.isLocal;
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/// <summary>
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/// 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
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/// </summary>
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public string networkId;
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/// <summary>
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/// This may be empty if it's not a prefab (scene object)
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/// </summary>
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public string prefabName;
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public bool isSceneObject;
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public List<NetworkComponent> syncedComponents;
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public void SendBytes(NetworkComponent component, byte[] message, bool reliable = true)
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{
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if (!IsMine)
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{
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Debug.LogError("Can't send message if owner is null or not local", this);
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return;
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}
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// send the message and an identifier for which component it belongs to
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if (!syncedComponents.Contains(component))
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{
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Debug.LogError("Can't send message if this component is not registered with the NetworkObject.", this);
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return;
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}
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int index = syncedComponents.IndexOf(component);
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owner.SendMessage(this, index.ToString(), message, reliable);
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}
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public void SendBytesToGroup(NetworkComponent component, string group, byte[] message, bool reliable = true)
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{
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if (!IsMine)
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{
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Debug.LogError("Can't send message if owner is null or not local", this);
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return;
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}
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// send the message and an identifier for which component it belongs to
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int index = syncedComponents.IndexOf(component);
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owner.SendGroupMessage(this, group, index.ToString(), message, reliable);
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}
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public void ReceiveBytes(string identifier, byte[] message, string str_message = "")
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{
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// send the message to the right component
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try
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{
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syncedComponents[int.Parse(identifier)].ReceiveBytes(message);
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}
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catch (Exception e)
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{
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Debug.LogError($"Error in handling message:\n{e}", this);
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}
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}
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public void TakeOwnership()
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{
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VelNetManager.TakeOwnership(networkId);
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Sets up the interface for the CopyTransform script.
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/// </summary>
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[CustomEditor(typeof(NetworkObject))]
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public class NetworkObjectEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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NetworkObject t = target as NetworkObject;
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EditorGUILayout.Space();
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if (t == null) return;
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EditorGUILayout.HelpBox("Network Object. One per prefab pls.\nAssign components to the list to be synced.", MessageType.Info);
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.Toggle("IsMine", t.IsMine);
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EditorGUILayout.TextField("Owner ID", t.owner?.userid.ToString() ?? "No owner");
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EditorGUI.EndDisabledGroup();
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EditorGUILayout.Space();
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if (GUILayout.Button("Find Network Components and add backreferences."))
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{
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NetworkComponent[] comps = t.GetComponents<NetworkComponent>();
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t.syncedComponents = comps.ToList();
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foreach (NetworkComponent c in comps)
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{
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c.networkObject = t;
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}
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}
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EditorGUILayout.Space();
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DrawDefaultInspector();
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}
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}
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#endif
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} |