sync because i forgor 💀
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@ -4901,3 +4757,4 @@ SceneRoots:
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- {fileID: 820004546}
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@ -364,71 +364,6 @@ MonoBehaviour:
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SteamBtn: {fileID: 72056934}
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ButtonsHolder: {fileID: 602651291}
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ButtonsHolder: {fileID: 602651291}
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LoadingText: {fileID: 784252204}
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LoadingText: {fileID: 784252204}
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SpawnWithObservers: 1
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--- !u!1 &440441323
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GameObject:
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- {fileID: 162513277}
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- {fileID: 162513277}
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|
|
@ -5,17 +5,13 @@ using Unity.Netcode;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public class NetworkedPlayerSpawner : NetworkBehaviour
|
public class NetworkedGameSetup : NetworkBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private GameObject PlayerPrefab;
|
[SerializeField] private GameObject PlayerPrefab;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
DontDestroyOnLoad(this);
|
DontDestroyOnLoad(this);
|
||||||
}
|
|
||||||
|
|
||||||
public override void OnNetworkSpawn()
|
|
||||||
{
|
|
||||||
NetworkManager.Singleton.SceneManager.OnLoadEventCompleted += SceneLoaded;
|
NetworkManager.Singleton.SceneManager.OnLoadEventCompleted += SceneLoaded;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -29,5 +25,7 @@ public class NetworkedPlayerSpawner : NetworkBehaviour
|
||||||
player.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientsCompleted[i], true);
|
player.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientsCompleted[i], true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
NetworkManager.Singleton.SceneManager.OnLoadEventCompleted -= SceneLoaded;
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -0,0 +1,40 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Unity.Netcode;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class ZDisablerV2 : NetworkBehaviour
|
||||||
|
{
|
||||||
|
[Tooltip("Add all the objects to disable on join, if not owner")]
|
||||||
|
public UnityEngine.Object[] objectsToDisable;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
// Run if networked
|
||||||
|
if (NetworkManager.Singleton == null || IsOwner) return;
|
||||||
|
|
||||||
|
for (int i = 0; i < objectsToDisable.Length; i++)
|
||||||
|
{
|
||||||
|
var objectType = objectsToDisable[i]; // Apparently, "typeof" is not needed /shrug
|
||||||
|
|
||||||
|
switch (objectType)
|
||||||
|
{
|
||||||
|
case MonoBehaviour monoBehaviour:
|
||||||
|
monoBehaviour.enabled = false;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case GameObject gameObject:
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Rigidbody rigidbody:
|
||||||
|
rigidbody.isKinematic = true;
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
Debug.LogError($"Can't disable: {objectType.name} (not supported)", objectType);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
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|
fileFormatVersion: 2
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|
guid: 2d19183357399174e9b76aff8bde44d3
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|
MonoImporter:
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|
externalObjects: {}
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||||||
|
serializedVersion: 2
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||||||
|
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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|
@ -0,0 +1,50 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Unity.Netcode;
|
||||||
|
using Unity.Netcode.Components;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// [Netcode for gameobjects] This is used for disabling components/objects depending on is host/server/client.
|
||||||
|
/// </summary>
|
||||||
|
public class ZNGODisabler : NetworkBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private bool RunOnAwake = true;
|
||||||
|
[Space(10)]
|
||||||
|
|
||||||
|
[Tooltip("Add all the objects to disable on join")]
|
||||||
|
public UnityEngine.Object[] objectsToDisable;
|
||||||
|
|
||||||
|
private void Start() { if (RunOnAwake) ZDisable(); }
|
||||||
|
|
||||||
|
public void ZDisable()
|
||||||
|
{
|
||||||
|
if (RunOnAwake && IsOwner) return;
|
||||||
|
|
||||||
|
for (int i = 0; i < objectsToDisable.Length; i++)
|
||||||
|
{
|
||||||
|
var objectType = objectsToDisable[i]; // Apparently, "typeof" is not needed /shrug
|
||||||
|
|
||||||
|
switch (objectType)
|
||||||
|
{
|
||||||
|
case MonoBehaviour monoBehaviour:
|
||||||
|
monoBehaviour.enabled = false;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case GameObject gameObject:
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Rigidbody rigidbody:
|
||||||
|
rigidbody.isKinematic = true;
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
Debug.LogError($"Can't disable: {objectType.name} (not supported)", objectType);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
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|
fileFormatVersion: 2
|
||||||
|
guid: d782d015a2b59634784c7016112d769b
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue