Added support for custom scene handling, in addition to an addressable scene handler.

This commit is contained in:
Karrar
2025-03-11 07:05:45 +03:00
parent c5ebb22afd
commit ae40087bef
15 changed files with 431 additions and 251 deletions

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@@ -0,0 +1,166 @@
using System.Collections.Generic;
using UnityEngine.SceneManagement;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine;
using Netick.Unity;
namespace Netick.Samples
{
[AddComponentMenu("Netick/Addressable Scene Handler")]
public class AddressableSceneHandler : NetworkSceneHandler
{
private class AddressableSceneOperation : ISceneOperation
{
AsyncOperationHandle<SceneInstance> Handle;
bool ISceneOperation.IsDone => Handle.IsDone;
float ISceneOperation.Progress => Handle.PercentComplete;
public AddressableSceneOperation(AsyncOperationHandle<SceneInstance> handle)
{
Handle = handle;
}
}
public string[] AddressableScenes = new string[0];
public override int CustomScenesCount => AddressableScenes != null ? AddressableScenes.Length : 0;
private Dictionary<string, int> _keyToIndex;
private Dictionary<int, string> _indexToKey;
private Dictionary<Scene, SceneInstance> _loadedScenes;
private void Awake()
{
_keyToIndex = new(AddressableScenes.Length);
_indexToKey = new(AddressableScenes.Length);
_loadedScenes = new(AddressableScenes.Length);
for (int i = 0; i < AddressableScenes.Length; i++)
{
_keyToIndex.Add(AddressableScenes[i], i);
_indexToKey.Add(i, AddressableScenes[i]);
}
}
protected override ISceneOperation LoadCustomSceneAsync(int index, LoadSceneParameters loadSceneParameters, out string sceneName)
{
var key = _indexToKey[index];
sceneName = key;
var handle = Addressables.LoadSceneAsync(key, loadSceneParameters);
handle.Completed += handle =>
{
if (handle.Status == AsyncOperationStatus.Succeeded)
_loadedScenes.Add(handle.Result.Scene, handle.Result);
else
Sandbox.LogError($"Addressables.LoadSceneAsync: failed to load an addressable scene {handle.DebugName}");
};
return new AddressableSceneOperation(handle);
}
protected override ISceneOperation UnloadCustomSceneAsync(Scene scene)
{
var didGetSceneInstance = _loadedScenes.TryGetValue(scene, out var sceneInstance);
if (!didGetSceneInstance || !scene.IsValid())
{
Sandbox.LogError($"Unloading scene: couldn't find a scene to unload {scene.name}");
return null;
}
var handle = Addressables.UnloadSceneAsync(sceneInstance);
handle.Completed += handle =>
{
if (handle.Status == AsyncOperationStatus.Succeeded)
_loadedScenes.Remove(handle.Result.Scene);
else
Sandbox.LogError($"Addressables.UnloadSceneAsync: failed to unload scene {scene.name}");
};
return new AddressableSceneOperation(handle);
}
// -- Addressable Scenes
public void LoadAddressableSceneAsync(string key, LoadSceneMode loadSceneMode)
{
if (_keyToIndex.TryGetValue(key, out int customIndex))
Sandbox.LoadCustomSceneAsync(customIndex, new LoadSceneParameters(loadSceneMode, Sandbox.GetDefaultPhysicsMode()));
else
Sandbox.LogError("Loading scene: failed to find the addressable scene key in the AddressableScenes array. Make sure to add all scenes keys to the array.");
}
public void LoadAddressableSceneAsync(string key, LoadSceneParameters loadSceneParameters)
{
if (_keyToIndex.TryGetValue(key, out int customIndex))
Sandbox.LoadCustomSceneAsync(customIndex, loadSceneParameters);
else
Sandbox.LogError("Loading scene: failed to find the addressable scene key in the AddressableScenes array. Make sure to add all scenes keys to the array.");
}
public void UnloadAddressableSceneAsync(string key)
{
if (_keyToIndex.TryGetValue(key, out int customIndex))
Sandbox.UnloadSceneAsync(customIndex);
else
Sandbox.LogError("Unloading scene: failed to find the addressable scene key in the AddressableScenes array. Make sure to add all scenes keys to the array.");
}
public void UnloadAddressableSceneAsync(Scene scene)
{
Sandbox.UnloadSceneAsync(scene);
}
// -- Build Scenes
// NetworkSceneHandler already implements exactly the code shown here, the reason we still included it in here is for demonstration purposes.
protected override AsyncOperation LoadBuildSceneAsync(int buildIndex, LoadSceneParameters loadSceneParameters) => SceneManager.LoadSceneAsync(buildIndex, loadSceneParameters);
protected override AsyncOperation UnloadBuildSceneAsync(Scene scene) => SceneManager.UnloadSceneAsync(scene);
}
public static class AddressableSceneHandlerSandboxExtensions
{
/// <summary>
/// <i><b>[Server Only]</b></i> Loads an addressable scene asynchronously using a key.
/// </summary>
public static void LoadAddressableSceneAsync(this NetworkSandbox sandbox, string key, LoadSceneMode loadSceneMode)
{
if (sandbox.TryGetComponent<AddressableSceneHandler>(out var defaultSceneHandler))
defaultSceneHandler.LoadAddressableSceneAsync(key, loadSceneMode);
else
sandbox.LogError($"{nameof(AddressableSceneHandler)} is not added to the sandbox. Make sure to add {nameof(AddressableSceneHandler)} to your sandbox prefab.");
}
/// <summary>
/// <i><b>[Server Only]</b></i> Loads an addressable scene asynchronously using a key.
/// </summary>
public static void LoadAddressableSceneAsync(this NetworkSandbox sandbox, string key, LoadSceneParameters loadSceneParameters)
{
if (sandbox.TryGetComponent<AddressableSceneHandler>(out var defaultSceneHandler))
defaultSceneHandler.LoadAddressableSceneAsync(key, loadSceneParameters);
else
sandbox.LogError($"{nameof(AddressableSceneHandler)} is not added to the sandbox. Make sure to add {nameof(AddressableSceneHandler)} to your sandbox prefab.");
}
/// <summary>
/// <i><b>[Server Only]</b></i> Unloads an addressable scene asynchronously using a key.
/// </summary>
public static void UnloadAddressableSceneAsync(this NetworkSandbox sandbox, string key)
{
if (sandbox.TryGetComponent<AddressableSceneHandler>(out var defaultSceneHandler))
defaultSceneHandler.UnloadAddressableSceneAsync(key);
else
sandbox.LogError($"{nameof(AddressableSceneHandler)} is not added to the sandbox. Make sure to add {nameof(AddressableSceneHandler)} to your sandbox prefab.");
}
/// <summary>
/// <i><b>[Server Only]</b></i> Unloads an addressable scene asynchronously using a Scene struct.
/// </summary>
public static void UnloadAddressableSceneAsync(this NetworkSandbox sandbox, Scene scene)
{
if (sandbox.TryGetComponent<AddressableSceneHandler>(out var defaultSceneHandler))
defaultSceneHandler.UnloadAddressableSceneAsync(scene);
else
sandbox.LogError($"{nameof(AddressableSceneHandler)} is not added to the sandbox. Make sure to add {nameof(AddressableSceneHandler)} to your sandbox prefab.");
}
}
}

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@@ -0,0 +1,11 @@
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@@ -5,141 +5,141 @@ using Network = Netick.Unity.Network;
namespace Netick.Samples
{
/// <summary>
/// This is a helper script for quick prototyping, used to start Netick.
/// </summary>
[AddComponentMenu("Netick/Game Starter")]
public class GameStarter : NetworkEventsListener
/// <summary>
/// This is a helper script for quick prototyping, used to start Netick.
/// </summary>
[AddComponentMenu("Netick/Game Starter")]
public class GameStarter : NetworkEventsListener
{
public GameObject SandboxPrefab;
public NetworkTransportProvider Transport;
public StartMode Mode = StartMode.MultiplePeers;
[Range(1, 5)]
public int Clients = 1;
public bool StartServerInMultiplePeersMode = true;
public bool AutoStart;
public bool AutoConnect;
[Header("Network")]
[Range(0, 65535)]
public int Port;
public string ServerIPAddress = "127.0.0.1";
[Header("Headless Server FPS")]
public bool Cap = true;
public int FPS = 450;
[Header("UI")]
public bool ShowDisconnectButton = true;
public bool ShowConnectButton = true;
public Vector2 Offset = new Vector2(36, 0);
private void Reset()
{
public GameObject SandboxPrefab;
public NetworkTransportProvider Transport;
public StartMode Mode = StartMode.MultiplePeers;
[Range(1, 5)]
public int Clients = 1;
public bool StartServerInMultiplePeersMode = true;
public bool AutoStart;
public bool AutoConnect;
[Header("Network")]
[Range(0, 65535)]
public int Port;
public string ServerIPAddress = "127.0.0.1";
[Header("Headless Server FPS")]
public bool Cap = true;
public int FPS = 450;
[Header("UI")]
public bool ShowDisconnectButton = true;
public bool ShowConnectButton = true;
public Vector2 Offset = new Vector2(36, 0);
private void Reset()
{
if (Port == 0)
Port = Random.Range(4000, 65535);
}
private void Awake()
{
if (Application.isBatchMode)
{
Application.targetFrameRate = FPS;
Network.StartAsServer(Transport, Port, SandboxPrefab);
}
else if (AutoStart)
{
if (Network.Instance == null)
{
switch (Mode)
{
case StartMode.Server:
Network.StartAsServer(Transport, Port, SandboxPrefab);
break;
case StartMode.Client:
Network.StartAsClient(Transport, Port, SandboxPrefab).Connect(Port, ServerIPAddress);
break;
case StartMode.MultiplePeers:
var sandboxes = Network.StartAsMultiplePeers(Transport, Port, SandboxPrefab, StartServerInMultiplePeersMode, true, Clients);
if (AutoConnect)
{
for (int i = 0; i < sandboxes.Clients.Length; i++)
sandboxes.Clients[i].Connect(Port, ServerIPAddress);
}
break;
}
}
}
}
private void OnGUI()
{
if (Network.IsRunning)
{
if (Sandbox != null && Sandbox.IsClient)
{
if (!Sandbox.IsVisible)
return;
if (Sandbox.IsConnected)
{
if (ShowDisconnectButton)
{
GUI.Label(new Rect(Offset.x, Offset.y + 170, 200, 50), $"Connected to {Sandbox.ServerEndPoint}");
if (GUI.Button(new Rect(Offset.x, Offset.y + 220, 200, 50), "Disconnect"))
Sandbox.DisconnectFromServer();
}
}
else if (ShowConnectButton)
{
if (GUI.Button(new Rect(Offset.x, Offset.y + 40, 200, 50), "Connect"))
Sandbox.Connect(Port, ServerIPAddress);
ServerIPAddress = GUI.TextField(new Rect(Offset.x, Offset.y + 100, 200, 50), ServerIPAddress);
Port = int.Parse(GUI.TextField(new Rect(Offset.x, Offset.y+ 160, 200, 50), Port.ToString()));
}
}
return;
}
if (GUI.Button(new Rect(Offset.x, Offset.y + 40, 200, 50), "Run Host"))
{
Network.StartAsHost(Transport, Port, SandboxPrefab);
}
if (GUI.Button(new Rect(Offset.x, Offset.y + 100, 200, 50), "Run Client"))
{
var sandbox = Network.StartAsClient(Transport, Port, SandboxPrefab);
sandbox.Connect(Port, ServerIPAddress);
}
if (GUI.Button(new Rect(Offset.x, Offset.y + 160, 200, 50), "Run Server"))
{
Network.StartAsServer(Transport, Port, SandboxPrefab);
}
if (GUI.Button(new Rect(Offset.x, Offset.y + 220, 200, 50), "Run Host + Client"))
{
var sandboxes = Network.StartAsMultiplePeers(Transport, Port, SandboxPrefab, StartServerInMultiplePeersMode, true, Clients);
if (AutoConnect)
{
for (int i = 0; i < Clients; i++)
sandboxes.Clients[i].Connect(Port, ServerIPAddress);
}
}
ServerIPAddress = GUI.TextField(new Rect(Offset.x, Offset.y + 280, 200, 50), ServerIPAddress);
}
if (Port == 0)
Port = Random.Range(4000, 65535);
}
private void Awake()
{
if (Application.isBatchMode)
{
Application.targetFrameRate = FPS;
Network.StartAsServer(Transport, Port, SandboxPrefab);
}
else if (AutoStart)
{
if (Network.Instance == null)
{
switch (Mode)
{
case StartMode.Server:
Network.StartAsServer(Transport, Port, SandboxPrefab);
break;
case StartMode.Client:
Network.StartAsClient(Transport, Port, SandboxPrefab).Connect(Port, ServerIPAddress);
break;
case StartMode.MultiplePeers:
var sandboxes = Network.StartAsMultiplePeers(Transport, Port, SandboxPrefab, StartServerInMultiplePeersMode, true, Clients);
if (AutoConnect)
{
for (int i = 0; i < sandboxes.Clients.Length; i++)
sandboxes.Clients[i].Connect(Port, ServerIPAddress);
}
break;
}
}
}
}
private void OnGUI()
{
if (Network.IsRunning)
{
if (Sandbox != null && Sandbox.IsClient)
{
if (!Sandbox.IsVisible)
return;
if (Sandbox.IsConnected)
{
if (ShowDisconnectButton)
{
GUI.Label(new Rect(Offset.x, Offset.y + 170, 200, 50), $"Connected to {Sandbox.ServerEndPoint}");
if (GUI.Button(new Rect(Offset.x, Offset.y + 220, 200, 50), "Disconnect"))
Sandbox.DisconnectFromServer();
}
}
else if (ShowConnectButton)
{
if (GUI.Button(new Rect(Offset.x, Offset.y + 40, 200, 50), "Connect"))
Sandbox.Connect(Port, ServerIPAddress);
ServerIPAddress = GUI.TextField(new Rect(Offset.x, Offset.y + 100, 200, 50), ServerIPAddress);
Port = int.Parse(GUI.TextField(new Rect(Offset.x, Offset.y + 160, 200, 50), Port.ToString()));
}
}
return;
}
if (GUI.Button(new Rect(Offset.x, Offset.y + 40, 200, 50), "Run Host"))
{
Network.StartAsHost(Transport, Port, SandboxPrefab);
}
if (GUI.Button(new Rect(Offset.x, Offset.y + 100, 200, 50), "Run Client"))
{
var sandbox = Network.StartAsClient(Transport, Port, SandboxPrefab);
sandbox.Connect(Port, ServerIPAddress);
}
if (GUI.Button(new Rect(Offset.x, Offset.y + 160, 200, 50), "Run Server"))
{
Network.StartAsServer(Transport, Port, SandboxPrefab);
}
if (GUI.Button(new Rect(Offset.x, Offset.y + 220, 200, 50), "Run Host + Client"))
{
var sandboxes = Network.StartAsMultiplePeers(Transport, Port, SandboxPrefab, StartServerInMultiplePeersMode, true, Clients);
if (AutoConnect)
{
for (int i = 0; i < Clients; i++)
sandboxes.Clients[i].Connect(Port, ServerIPAddress);
}
}
ServerIPAddress = GUI.TextField(new Rect(Offset.x, Offset.y + 280, 200, 50), ServerIPAddress);
}
}
}

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@@ -1,7 +1,9 @@
{
"name": "Netick.Samples",
"rootNamespace": "",
"references": [
"GUID:32b718c5820ccce438606ca82358f1da"
"GUID:84651a3751eca9349aac36a66bba901b",
"GUID:9e24947de15b9834991c9d8411ea37cf"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@@ -5,91 +5,91 @@ using Network = Netick.Unity.Network;
namespace Netick.Samples
{
/// <summary>
/// This is a helper script for quick prototyping, used to show useful network information of Netick.
/// </summary>
[AddComponentMenu("Netick/Network Info")]
public class NetworkInfo : NetworkEventsListener
{
[Header("Network Stats")]
public Vector2 Offset = new Vector2(27, 20);
/// <summary>
/// This is a helper script for quick prototyping, used to show useful network information of Netick.
/// </summary>
[AddComponentMenu("Netick/Network Info")]
public class NetworkInfo : NetworkEventsListener
{
[Header("Network Stats")]
public Vector2 Offset = new Vector2(27, 20);
[Header("Network Conditions Icons")]
public float MediumLatencyThreshold = 150;
public float HighLatencyThreshold = 250;
public float MediumPacketLossThreshold = 1;
public float HighPacketLossThreshold = 10;
[Header("Network Conditions Icons")]
public float MediumLatencyThreshold = 150;
public float HighLatencyThreshold = 250;
public float MediumPacketLossThreshold = 1;
public float HighPacketLossThreshold = 10;
public Vector2 PacketLossIconOffset = new Vector2(-80, 30);
public Vector2 LatencyIconOffset = new Vector2(-80, 70);
public Vector2 ServerLagIconOffset = new Vector2(-80, 110);
public float IconSize = 30;
public Vector2 PacketLossIconOffset = new Vector2(-80, 30);
public Vector2 LatencyIconOffset = new Vector2(-80, 70);
public Vector2 ServerLagIconOffset = new Vector2(-80, 110);
public float IconSize = 30;
private Texture _packetLossIcon;
private Texture _latencyIcon;
private Texture _serverLagIcon;
private Texture _packetLossIcon;
private Texture _latencyIcon;
private Texture _serverLagIcon;
private void Awake()
{
_packetLossIcon = Resources.Load<Texture>("Network Icons/PacketLoss");
_latencyIcon = Resources.Load<Texture>("Network Icons/Latency");
_serverLagIcon = Resources.Load<Texture>("Network Icons/ServerLag");
}
private void OnGUI()
{
if (Network.IsRunning)
{
if (Sandbox != null && Sandbox.IsConnected && Sandbox.IsVisible)
{
DrawText(0, "RTT", (Sandbox.RTT * 1000f).ToString(), "ms");
DrawText(1, "In", Sandbox.InKBps.ToString(), "KB/s");
DrawText(2, "Out", Sandbox.OutKBps.ToString(), "KB/s");
DrawText(3, "In Loss", (Sandbox.InPacketLoss * 100f).ToString(), "%");
DrawText(4, "Out Loss", (Sandbox.OutPacketLoss * 100f).ToString(), "%");
DrawText(5, "Interp Delay", (Sandbox.InterpolationDelay * 1000f).ToString(), "ms");
DrawText(6, "Resims", Sandbox.Monitor.Resimulations.Average.ToString(), "Ticks");
DrawText(7, "Srv Tick Time", (Sandbox.Monitor.ServerTickTime.Max * 1000f).ToString(), "ms");
DrawText(8, "Delta time", (Time.deltaTime * 1000f).ToString(), "ms");
DrawIcons();
}
}
}
private void DrawText(int offset, string title, string content, string unit)
{
GUI.Label(new Rect(Offset.x + 10, Offset.y + 10 + (15 * offset), 200, 50), $"{title}: ");
GUI.Label(new Rect(Offset.x + 130, Offset.y + 10 + (15 * offset), 200, 50), $"{content} {unit}");
}
public void DrawIcons()
{
var pktLossIconPos = PacketLossIconOffset + (Screen.width * Vector2.right);
var latencyIconPos = LatencyIconOffset + (Screen.width * Vector2.right);
var serverLagIconPos = ServerLagIconOffset + (Screen.width * Vector2.right);
var pktLoss = Mathf.Max(Sandbox.InPacketLoss, Sandbox.OutPacketLoss) * 100; // multiplying by 100 to convert from a decimal to a percentage.
var rtt = Sandbox.RTT * 1000f; // multiplying by 1000 to convert from seconds to milliseconds.
if (pktLoss >= MediumPacketLossThreshold)
{
Color color = pktLoss < HighPacketLossThreshold ? Color.yellow : Color.red;
GUI.DrawTexture(new Rect(pktLossIconPos, Vector2.one * IconSize), _packetLossIcon, ScaleMode.ScaleToFit, true, 1f, color, 0f, 0f);
}
if (rtt >= MediumLatencyThreshold)
{
Color color = rtt >= HighLatencyThreshold ? Color.red : Color.yellow;
GUI.DrawTexture(new Rect(latencyIconPos, Vector2.one * IconSize), _latencyIcon, ScaleMode.ScaleToFit, true, 1f, color, 0f, 0f);
}
if (Sandbox.Monitor.ServerTickTime.Max >= Sandbox.FixedDeltaTime)
{
Color color = Sandbox.Monitor.ServerTickTime.Average >= Sandbox.FixedDeltaTime ? Color.red : Color.yellow;
GUI.DrawTexture(new Rect(serverLagIconPos, Vector2.one * IconSize), _serverLagIcon, ScaleMode.ScaleToFit, true, 1f, color, 0f, 0f);
}
}
private void Awake()
{
_packetLossIcon = Resources.Load<Texture>("Network Icons/PacketLoss");
_latencyIcon = Resources.Load<Texture>("Network Icons/Latency");
_serverLagIcon = Resources.Load<Texture>("Network Icons/ServerLag");
}
private void OnGUI()
{
if (Network.IsRunning)
{
if (Sandbox != null && Sandbox.IsConnected && Sandbox.IsVisible)
{
DrawText(0, "RTT", (Sandbox.RTT * 1000f).ToString(), "ms");
DrawText(1, "In", Sandbox.InKBps.ToString(), "KB/s");
DrawText(2, "Out", Sandbox.OutKBps.ToString(), "KB/s");
DrawText(3, "In Loss", (Sandbox.InPacketLoss * 100f).ToString(), "%");
DrawText(4, "Out Loss", (Sandbox.OutPacketLoss * 100f).ToString(), "%");
DrawText(5, "Interp Delay", (Sandbox.InterpolationDelay * 1000f).ToString(), "ms");
DrawText(6, "Resims", Sandbox.Monitor.Resimulations.Average.ToString(), "ticks");
DrawText(7, "Srv Tick Time", (Sandbox.Monitor.ServerTickTime.Max * 1000f).ToString(), "ms");
DrawText(8, "Delta time", (Time.deltaTime * 1000f).ToString(), "ms");
DrawIcons();
}
}
}
private void DrawText(int offset, string title, string content, string unit)
{
GUI.Label(new Rect(Offset.x + 10, Offset.y + 10 + (15 * offset), 200, 50), $"{title}: ");
GUI.Label(new Rect(Offset.x + 130, Offset.y + 10 + (15 * offset), 200, 50), $"{content} {unit}");
}
public void DrawIcons()
{
var pktLossIconPos = PacketLossIconOffset + (Screen.width * Vector2.right);
var latencyIconPos = LatencyIconOffset + (Screen.width * Vector2.right);
var serverLagIconPos = ServerLagIconOffset + (Screen.width * Vector2.right);
var pktLoss = Mathf.Max(Sandbox.InPacketLoss, Sandbox.OutPacketLoss) * 100; // multiplying by 100 to convert from a decimal to a percentage.
var rtt = Sandbox.RTT * 1000f; // multiplying by 1000 to convert from seconds to milliseconds.
if (pktLoss >= MediumPacketLossThreshold)
{
Color color = pktLoss < HighPacketLossThreshold ? Color.yellow : Color.red;
GUI.DrawTexture(new Rect(pktLossIconPos, Vector2.one * IconSize), _packetLossIcon, ScaleMode.ScaleToFit, true, 1f, color, 0f, 0f);
}
if (rtt >= MediumLatencyThreshold)
{
Color color = rtt >= HighLatencyThreshold ? Color.red : Color.yellow;
GUI.DrawTexture(new Rect(latencyIconPos, Vector2.one * IconSize), _latencyIcon, ScaleMode.ScaleToFit, true, 1f, color, 0f, 0f);
}
if (Sandbox.Monitor.ServerTickTime.Max >= Sandbox.FixedDeltaTime)
{
Color color = Sandbox.Monitor.ServerTickTime.Average >= Sandbox.FixedDeltaTime ? Color.red : Color.yellow;
GUI.DrawTexture(new Rect(serverLagIconPos, Vector2.one * IconSize), _serverLagIcon, ScaleMode.ScaleToFit, true, 1f, color, 0f, 0f);
}
}
}
}

View File

@@ -5,37 +5,37 @@ using Network = Netick.Unity.Network;
namespace Netick.Samples
{
/// <summary>
/// This is a helper script for quick prototyping, used to spawn/despawn a player prefab when a player (client or host) has connected/disconnected.
/// </summary>
[AddComponentMenu("Netick/Player Spawner")]
public class PlayerSpawner : NetworkEventsListener
/// <summary>
/// This is a helper script for quick prototyping, used to spawn/despawn a player prefab when a player (client or host) has connected/disconnected.
/// </summary>
[AddComponentMenu("Netick/Player Spawner")]
public class PlayerSpawner : NetworkEventsListener
{
public GameObject PlayerPrefab;
public Transform SpawnPosition;
public float HorizontalOffset = 5f;
public bool StaggerSpawns = true;
public bool DestroyPlayerObjectWhenLeaving = true;
// This is called on the server when a player has connected.
public override void OnPlayerConnected(NetworkSandbox sandbox, Netick.NetworkPlayer client)
{
public GameObject PlayerPrefab;
public Transform SpawnPosition;
public float HorizontalOffset = 5f;
public bool StaggerSpawns = true;
public bool DestroyPlayerObjectWhenLeaving = true;
// This is called on the server when a player has connected.
public override void OnPlayerConnected(NetworkSandbox sandbox, Netick.NetworkPlayer client)
{
var spawnPos = SpawnPosition.position;
if (StaggerSpawns)
spawnPos += (HorizontalOffset * Vector3.left) * (sandbox.ConnectedPlayers.Count - 1);
var player = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, SpawnPosition.rotation, client);
client.PlayerObject = player;
}
// This is called on the server when a player has disconnected.
public override void OnPlayerDisconnected(NetworkSandbox sandbox, Netick.NetworkPlayer client, TransportDisconnectReason transportDisconnectReason)
{
if (!DestroyPlayerObjectWhenLeaving)
return;
var netObj = client.PlayerObject as NetworkObject;
if (netObj != null)
Sandbox.Destroy(netObj);
}
var spawnPos = SpawnPosition.position;
if (StaggerSpawns)
spawnPos += (HorizontalOffset * Vector3.left) * (sandbox.ConnectedPlayers.Count - 1);
var player = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, SpawnPosition.rotation, client);
client.PlayerObject = player;
}
// This is called on the server when a player has disconnected.
public override void OnPlayerDisconnected(NetworkSandbox sandbox, Netick.NetworkPlayer client, TransportDisconnectReason transportDisconnectReason)
{
if (!DestroyPlayerObjectWhenLeaving)
return;
var netObj = client.PlayerObject as NetworkObject;
if (netObj != null)
Sandbox.Destroy(netObj);
}
}
}