sync because i forgor 💀

This commit is contained in:
BOTAlex 2024-02-09 04:09:08 +01:00
parent 581ec4ecb3
commit a40308bcbc
16 changed files with 788 additions and 281 deletions

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@ -4892,8 +4750,6 @@ SceneRoots:
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- {fileID: 5796191506433166633} - {fileID: 5796191506433166633}
@ -4901,3 +4757,4 @@ SceneRoots:
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SteamBtn: {fileID: 72056934} SteamBtn: {fileID: 72056934}
ButtonsHolder: {fileID: 602651291} ButtonsHolder: {fileID: 602651291}
LoadingText: {fileID: 784252204} LoadingText: {fileID: 784252204}
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@ -1433,7 +1368,6 @@ SceneRoots:
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View File

@ -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;
} }
} }

View File

@ -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;
}
}
}
}

View File

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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;
}
}
}
}

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