Gonna move to server authority
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# Additive Scenes Example
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IMPORTANT: Make sure you have a layer in project settings called Player for this example to work well.
|
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In Build Settings, remove all scenes and add all of the scenes from the Examples\AdditiveScenes\Scenes folder in the following order:
|
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- MainScene
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- SubScene
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# Additive Scenes Example
|
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|
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IMPORTANT: Make sure you have a layer in project settings called Player for this example to work well.
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||||
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||||
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||||
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||||
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||||
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||||
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||||
File diff suppressed because it is too large
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||||
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||||
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||||
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||||
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||||
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||||
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userData: ''
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assetBundleName: ''
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||||
assetBundleVariant: ''
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||||
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||||
@@ -1,8 +1,8 @@
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||||
fileFormatVersion: 2
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||||
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||||
folderAsset: yes
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||||
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|
||||
assetBundleName: ''
|
||||
assetBundleVariant: ''
|
||||
|
||||
@@ -1,63 +1,63 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Mirror.Examples.Additive
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
public class AdditiveNetworkManager : NetworkManager
|
||||
{
|
||||
[Tooltip("Trigger Zone Prefab")]
|
||||
public GameObject Zone;
|
||||
|
||||
[Scene]
|
||||
[Tooltip("Add all sub-scenes to this list")]
|
||||
public string[] subScenes;
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
base.OnStartServer();
|
||||
|
||||
// load all subscenes on the server only
|
||||
StartCoroutine(LoadSubScenes());
|
||||
|
||||
// Instantiate Zone Handler on server only
|
||||
Instantiate(Zone);
|
||||
}
|
||||
|
||||
IEnumerator LoadSubScenes()
|
||||
{
|
||||
Debug.Log("Loading Scenes");
|
||||
|
||||
foreach (string sceneName in subScenes)
|
||||
{
|
||||
yield return SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
|
||||
// Debug.Log($"Loaded {sceneName}");
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnStopServer()
|
||||
{
|
||||
StartCoroutine(UnloadScenes());
|
||||
}
|
||||
|
||||
public override void OnStopClient()
|
||||
{
|
||||
StartCoroutine(UnloadScenes());
|
||||
}
|
||||
|
||||
IEnumerator UnloadScenes()
|
||||
{
|
||||
Debug.Log("Unloading Subscenes");
|
||||
|
||||
foreach (string sceneName in subScenes)
|
||||
if (SceneManager.GetSceneByName(sceneName).IsValid() || SceneManager.GetSceneByPath(sceneName).IsValid())
|
||||
{
|
||||
yield return SceneManager.UnloadSceneAsync(sceneName);
|
||||
// Debug.Log($"Unloaded {sceneName}");
|
||||
}
|
||||
|
||||
yield return Resources.UnloadUnusedAssets();
|
||||
}
|
||||
}
|
||||
}
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Mirror.Examples.Additive
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
public class AdditiveNetworkManager : NetworkManager
|
||||
{
|
||||
[Tooltip("Trigger Zone Prefab")]
|
||||
public GameObject Zone;
|
||||
|
||||
[Scene]
|
||||
[Tooltip("Add all sub-scenes to this list")]
|
||||
public string[] subScenes;
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
base.OnStartServer();
|
||||
|
||||
// load all subscenes on the server only
|
||||
StartCoroutine(LoadSubScenes());
|
||||
|
||||
// Instantiate Zone Handler on server only
|
||||
Instantiate(Zone);
|
||||
}
|
||||
|
||||
public override void OnStopServer()
|
||||
{
|
||||
StartCoroutine(UnloadScenes());
|
||||
}
|
||||
|
||||
public override void OnStopClient()
|
||||
{
|
||||
StartCoroutine(UnloadScenes());
|
||||
}
|
||||
|
||||
IEnumerator LoadSubScenes()
|
||||
{
|
||||
Debug.Log("Loading Scenes");
|
||||
|
||||
foreach (string sceneName in subScenes)
|
||||
{
|
||||
yield return SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
|
||||
// Debug.Log($"Loaded {sceneName}");
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator UnloadScenes()
|
||||
{
|
||||
Debug.Log("Unloading Subscenes");
|
||||
|
||||
foreach (string sceneName in subScenes)
|
||||
if (SceneManager.GetSceneByName(sceneName).IsValid() || SceneManager.GetSceneByPath(sceneName).IsValid())
|
||||
{
|
||||
yield return SceneManager.UnloadSceneAsync(sceneName);
|
||||
// Debug.Log($"Unloaded {sceneName}");
|
||||
}
|
||||
|
||||
yield return Resources.UnloadUnusedAssets();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 34d1daf9e7dbcb64aa647cb332054ea6
|
||||
MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
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|
||||
userData:
|
||||
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||||
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|
||||
assetBundleName: ''
|
||||
assetBundleVariant: ''
|
||||
|
||||
@@ -1,110 +1,110 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Additive
|
||||
{
|
||||
[RequireComponent(typeof(CapsuleCollider))]
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class PlayerController : NetworkBehaviour
|
||||
{
|
||||
public CharacterController characterController;
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (characterController == null)
|
||||
characterController = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
characterController.enabled = isLocalPlayer;
|
||||
}
|
||||
|
||||
public override void OnStartLocalPlayer()
|
||||
{
|
||||
Camera.main.orthographic = false;
|
||||
Camera.main.transform.SetParent(transform);
|
||||
Camera.main.transform.localPosition = new Vector3(0f, 3f, -8f);
|
||||
Camera.main.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (isLocalPlayer && Camera.main != null)
|
||||
{
|
||||
Camera.main.orthographic = true;
|
||||
Camera.main.transform.SetParent(null);
|
||||
Camera.main.transform.localPosition = new Vector3(0f, 70f, 0f);
|
||||
Camera.main.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
[Header("Movement Settings")]
|
||||
public float moveSpeed = 8f;
|
||||
public float turnSensitivity = 5f;
|
||||
public float maxTurnSpeed = 150f;
|
||||
|
||||
[Header("Diagnostics")]
|
||||
public float horizontal;
|
||||
public float vertical;
|
||||
public float turn;
|
||||
public float jumpSpeed;
|
||||
public bool isGrounded = true;
|
||||
public bool isFalling;
|
||||
public Vector3 velocity;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!isLocalPlayer || !characterController.enabled)
|
||||
return;
|
||||
|
||||
horizontal = Input.GetAxis("Horizontal");
|
||||
vertical = Input.GetAxis("Vertical");
|
||||
|
||||
// Q and E cancel each other out, reducing the turn to zero
|
||||
if (Input.GetKey(KeyCode.Q))
|
||||
turn = Mathf.MoveTowards(turn, -maxTurnSpeed, turnSensitivity);
|
||||
if (Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, maxTurnSpeed, turnSensitivity);
|
||||
if (Input.GetKey(KeyCode.Q) && Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
|
||||
if (!Input.GetKey(KeyCode.Q) && !Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
|
||||
|
||||
if (isGrounded)
|
||||
isFalling = false;
|
||||
|
||||
if ((isGrounded || !isFalling) && jumpSpeed < 1f && Input.GetKey(KeyCode.Space))
|
||||
{
|
||||
jumpSpeed = Mathf.Lerp(jumpSpeed, 1f, 0.5f);
|
||||
}
|
||||
else if (!isGrounded)
|
||||
{
|
||||
isFalling = true;
|
||||
jumpSpeed = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (!isLocalPlayer || characterController == null)
|
||||
return;
|
||||
|
||||
transform.Rotate(0f, turn * Time.fixedDeltaTime, 0f);
|
||||
|
||||
Vector3 direction = new Vector3(horizontal, jumpSpeed, vertical);
|
||||
direction = Vector3.ClampMagnitude(direction, 1f);
|
||||
direction = transform.TransformDirection(direction);
|
||||
direction *= moveSpeed;
|
||||
|
||||
if (jumpSpeed > 0)
|
||||
characterController.Move(direction * Time.fixedDeltaTime);
|
||||
else
|
||||
characterController.SimpleMove(direction);
|
||||
|
||||
isGrounded = characterController.isGrounded;
|
||||
velocity = characterController.velocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Additive
|
||||
{
|
||||
[RequireComponent(typeof(CapsuleCollider))]
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class PlayerController : NetworkBehaviour
|
||||
{
|
||||
public CharacterController characterController;
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (characterController == null)
|
||||
characterController = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
characterController.enabled = isLocalPlayer;
|
||||
}
|
||||
|
||||
public override void OnStartLocalPlayer()
|
||||
{
|
||||
Camera.main.orthographic = false;
|
||||
Camera.main.transform.SetParent(transform);
|
||||
Camera.main.transform.localPosition = new Vector3(0f, 3f, -8f);
|
||||
Camera.main.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (isLocalPlayer && Camera.main != null)
|
||||
{
|
||||
Camera.main.orthographic = true;
|
||||
Camera.main.transform.SetParent(null);
|
||||
Camera.main.transform.localPosition = new Vector3(0f, 70f, 0f);
|
||||
Camera.main.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
[Header("Movement Settings")]
|
||||
public float moveSpeed = 8f;
|
||||
public float turnSensitivity = 5f;
|
||||
public float maxTurnSpeed = 150f;
|
||||
|
||||
[Header("Diagnostics")]
|
||||
public float horizontal;
|
||||
public float vertical;
|
||||
public float turn;
|
||||
public float jumpSpeed;
|
||||
public bool isGrounded = true;
|
||||
public bool isFalling;
|
||||
public Vector3 velocity;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!isLocalPlayer || !characterController.enabled)
|
||||
return;
|
||||
|
||||
horizontal = Input.GetAxis("Horizontal");
|
||||
vertical = Input.GetAxis("Vertical");
|
||||
|
||||
// Q and E cancel each other out, reducing the turn to zero
|
||||
if (Input.GetKey(KeyCode.Q))
|
||||
turn = Mathf.MoveTowards(turn, -maxTurnSpeed, turnSensitivity);
|
||||
if (Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, maxTurnSpeed, turnSensitivity);
|
||||
if (Input.GetKey(KeyCode.Q) && Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
|
||||
if (!Input.GetKey(KeyCode.Q) && !Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
|
||||
|
||||
if (isGrounded)
|
||||
isFalling = false;
|
||||
|
||||
if ((isGrounded || !isFalling) && jumpSpeed < 1f && Input.GetKey(KeyCode.Space))
|
||||
{
|
||||
jumpSpeed = Mathf.Lerp(jumpSpeed, 1f, 0.5f);
|
||||
}
|
||||
else if (!isGrounded)
|
||||
{
|
||||
isFalling = true;
|
||||
jumpSpeed = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (!isLocalPlayer || characterController == null)
|
||||
return;
|
||||
|
||||
transform.Rotate(0f, turn * Time.fixedDeltaTime, 0f);
|
||||
|
||||
Vector3 direction = new Vector3(horizontal, jumpSpeed, vertical);
|
||||
direction = Vector3.ClampMagnitude(direction, 1f);
|
||||
direction = transform.TransformDirection(direction);
|
||||
direction *= moveSpeed;
|
||||
|
||||
if (jumpSpeed > 0)
|
||||
characterController.Move(direction * Time.fixedDeltaTime);
|
||||
else
|
||||
characterController.SimpleMove(direction);
|
||||
|
||||
isGrounded = characterController.isGrounded;
|
||||
velocity = characterController.velocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8f68561248aaca4fb96847ce24742ee
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
fileFormatVersion: 2
|
||||
guid: e8f68561248aaca4fb96847ce24742ee
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData: ''
|
||||
assetBundleName: ''
|
||||
assetBundleVariant: ''
|
||||
|
||||
@@ -1,32 +1,32 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Additive
|
||||
{
|
||||
public class RandomColor : NetworkBehaviour
|
||||
{
|
||||
public override void OnStartServer()
|
||||
{
|
||||
base.OnStartServer();
|
||||
color = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
|
||||
}
|
||||
|
||||
// Color32 packs to 4 bytes
|
||||
[SyncVar(hook = nameof(SetColor))]
|
||||
public Color32 color = Color.black;
|
||||
|
||||
// Unity clones the material when GetComponent<Renderer>().material is called
|
||||
// Cache it here and destroy it in OnDestroy to prevent a memory leak
|
||||
Material cachedMaterial;
|
||||
|
||||
void SetColor(Color32 _, Color32 newColor)
|
||||
{
|
||||
if (cachedMaterial == null) cachedMaterial = GetComponentInChildren<Renderer>().material;
|
||||
cachedMaterial.color = newColor;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
Destroy(cachedMaterial);
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Additive
|
||||
{
|
||||
public class RandomColor : NetworkBehaviour
|
||||
{
|
||||
public override void OnStartServer()
|
||||
{
|
||||
base.OnStartServer();
|
||||
color = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
|
||||
}
|
||||
|
||||
// Color32 packs to 4 bytes
|
||||
[SyncVar(hook = nameof(SetColor))]
|
||||
public Color32 color = Color.black;
|
||||
|
||||
// Unity clones the material when GetComponent<Renderer>().material is called
|
||||
// Cache it here and destroy it in OnDestroy to prevent a memory leak
|
||||
Material cachedMaterial;
|
||||
|
||||
void SetColor(Color32 _, Color32 newColor)
|
||||
{
|
||||
if (cachedMaterial == null) cachedMaterial = GetComponentInChildren<Renderer>().material;
|
||||
cachedMaterial.color = newColor;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
Destroy(cachedMaterial);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 42d1f80407105ee4f960f0b51e89452d
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||||
MonoImporter:
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externalObjects: {}
|
||||
serializedVersion: 2
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defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
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||||
assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 42d1f80407105ee4f960f0b51e89452d
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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: ''
|
||||
assetBundleVariant: ''
|
||||
|
||||
@@ -1,59 +1,59 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Additive
|
||||
{
|
||||
// This script demonstrates the NetworkAnimator and how to leverage
|
||||
// the built-in observers system to track players.
|
||||
// Note that all ProximityCheckers should be restricted to the Player layer.
|
||||
public class ShootingTankBehaviour : NetworkBehaviour
|
||||
{
|
||||
[SyncVar]
|
||||
public Quaternion rotation;
|
||||
|
||||
NetworkAnimator networkAnimator;
|
||||
|
||||
[ServerCallback]
|
||||
void Start()
|
||||
{
|
||||
networkAnimator = GetComponent<NetworkAnimator>();
|
||||
}
|
||||
|
||||
[Range(0, 1)]
|
||||
public float turnSpeed = 0.1f;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (isServer && netIdentity.observers.Count > 0)
|
||||
ShootNearestPlayer();
|
||||
|
||||
if (isClient)
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, turnSpeed);
|
||||
}
|
||||
|
||||
[Server]
|
||||
void ShootNearestPlayer()
|
||||
{
|
||||
GameObject target = null;
|
||||
float distance = 100f;
|
||||
|
||||
foreach (NetworkConnection networkConnection in netIdentity.observers.Values)
|
||||
{
|
||||
GameObject tempTarget = networkConnection.identity.gameObject;
|
||||
float tempDistance = Vector3.Distance(tempTarget.transform.position, transform.position);
|
||||
|
||||
if (target == null || distance > tempDistance)
|
||||
{
|
||||
target = tempTarget;
|
||||
distance = tempDistance;
|
||||
}
|
||||
}
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
transform.LookAt(target.transform.position + Vector3.down);
|
||||
rotation = transform.rotation;
|
||||
networkAnimator.SetTrigger("Fire");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Additive
|
||||
{
|
||||
// This script demonstrates the NetworkAnimator and how to leverage
|
||||
// the built-in observers system to track players.
|
||||
// Note that all ProximityCheckers should be restricted to the Player layer.
|
||||
public class ShootingTankBehaviour : NetworkBehaviour
|
||||
{
|
||||
[SyncVar]
|
||||
public Quaternion rotation;
|
||||
|
||||
NetworkAnimator networkAnimator;
|
||||
|
||||
[ServerCallback]
|
||||
void Start()
|
||||
{
|
||||
networkAnimator = GetComponent<NetworkAnimator>();
|
||||
}
|
||||
|
||||
[Range(0, 1)]
|
||||
public float turnSpeed = 0.1f;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (isServer && netIdentity.observers.Count > 0)
|
||||
ShootNearestPlayer();
|
||||
|
||||
if (isClient)
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, turnSpeed);
|
||||
}
|
||||
|
||||
[Server]
|
||||
void ShootNearestPlayer()
|
||||
{
|
||||
GameObject target = null;
|
||||
float distance = 100f;
|
||||
|
||||
foreach (NetworkConnection networkConnection in netIdentity.observers.Values)
|
||||
{
|
||||
GameObject tempTarget = networkConnection.identity.gameObject;
|
||||
float tempDistance = Vector3.Distance(tempTarget.transform.position, transform.position);
|
||||
|
||||
if (target == null || distance > tempDistance)
|
||||
{
|
||||
target = tempTarget;
|
||||
distance = tempDistance;
|
||||
}
|
||||
}
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
transform.LookAt(target.transform.position + Vector3.down);
|
||||
rotation = transform.rotation;
|
||||
networkAnimator.SetTrigger("Fire");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 7a25c54cd35eb284eb6b8ed19cf60443
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
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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fileFormatVersion: 2
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guid: 7a25c54cd35eb284eb6b8ed19cf60443
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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: ''
|
||||
|
||||
@@ -1,39 +1,37 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Additive
|
||||
{
|
||||
// This script is attached to a prefab called Zone that is on the Player layer
|
||||
// AdditiveNetworkManager, in OnStartServer, instantiates the prefab only on the server.
|
||||
// It never exists for clients (other than host client if there is one).
|
||||
// The prefab has a Sphere Collider with isTrigger = true.
|
||||
// These OnTrigger events only run on the server and will only send a message to the
|
||||
// client that entered the Zone to load the subscene assigned to the subscene property.
|
||||
public class ZoneHandler : MonoBehaviour
|
||||
{
|
||||
[Scene]
|
||||
[Tooltip("Assign the sub-scene to load for this zone")]
|
||||
public string subScene;
|
||||
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!NetworkServer.active) return;
|
||||
|
||||
// Debug.LogFormat(LogType.Log, "Loading {0}", subScene);
|
||||
|
||||
NetworkIdentity networkIdentity = other.gameObject.GetComponent<NetworkIdentity>();
|
||||
SceneMessage message = new SceneMessage{ sceneName = subScene, sceneOperation = SceneOperation.LoadAdditive };
|
||||
networkIdentity.connectionToClient.Send(message);
|
||||
}
|
||||
|
||||
void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (!NetworkServer.active) return;
|
||||
|
||||
// Debug.LogFormat(LogType.Log, "Unloading {0}", subScene);
|
||||
|
||||
NetworkIdentity networkIdentity = other.gameObject.GetComponent<NetworkIdentity>();
|
||||
SceneMessage message = new SceneMessage{ sceneName = subScene, sceneOperation = SceneOperation.UnloadAdditive };
|
||||
networkIdentity.connectionToClient.Send(message);
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Additive
|
||||
{
|
||||
// This script is attached to a prefab called Zone that is on the Player layer
|
||||
// AdditiveNetworkManager, in OnStartServer, instantiates the prefab only on the server.
|
||||
// It never exists for clients (other than host client if there is one).
|
||||
// The prefab has a Sphere Collider with isTrigger = true.
|
||||
// These OnTrigger events only run on the server and will only send a message to the
|
||||
// client that entered the Zone to load the subscene assigned to the subscene property.
|
||||
public class ZoneHandler : MonoBehaviour
|
||||
{
|
||||
[Scene]
|
||||
[Tooltip("Assign the sub-scene to load for this zone")]
|
||||
public string subScene;
|
||||
|
||||
[ServerCallback]
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// Debug.Log($"Loading {subScene}");
|
||||
|
||||
NetworkIdentity networkIdentity = other.gameObject.GetComponent<NetworkIdentity>();
|
||||
SceneMessage message = new SceneMessage{ sceneName = subScene, sceneOperation = SceneOperation.LoadAdditive };
|
||||
networkIdentity.connectionToClient.Send(message);
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
void OnTriggerExit(Collider other)
|
||||
{
|
||||
// Debug.Log($"Unloading {subScene}");
|
||||
|
||||
NetworkIdentity networkIdentity = other.gameObject.GetComponent<NetworkIdentity>();
|
||||
SceneMessage message = new SceneMessage{ sceneName = subScene, sceneOperation = SceneOperation.UnloadAdditive };
|
||||
networkIdentity.connectionToClient.Send(message);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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@@ -1,11 +1,11 @@
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fileFormatVersion: 2
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guid: 884ed76587eb5854abe6b428b791fdcd
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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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Reference in New Issue
Block a user