72 lines
2.4 KiB
C#
72 lines
2.4 KiB
C#
using Assets.Scripts.Multiplayer;
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using Steamworks.ServerList;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Netcode;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using static UnityEditor.Experimental.GraphView.GraphView;
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public class NetworkedGameSetup : NetworkBehaviour
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{
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[SerializeField] private GameObject PlayerPrefab;
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private void Awake()
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{
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if (NetworkManager.Singleton == null || NetworkManager.Singleton.SceneManager == null) return;
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DontDestroyOnLoad(this);
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NetworkManager.Singleton.SceneManager.OnLoadEventCompleted += SceneLoaded;
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}
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private void SceneLoaded(string sceneName, LoadSceneMode loadSceneMode, List<ulong> clientsCompleted, List<ulong> clientsTimedOut)
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{
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if (!sceneName.ToLower().Contains("game")) return;
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NetworkManager.Singleton.SceneManager.OnLoadEventCompleted -= SceneLoaded; // Only run once
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StartSetupProcedure(clientsCompleted);
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}
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private void StartSetupProcedure(List<ulong> playerIds)
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{
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bool isOffline = NetworkSetup.serverType == ServerType.Offline;
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if (isOffline)
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playerIds.Add(int.MaxValue);
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bool isServer = SteamManager.IsServer || LocalManager.IsServer;
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GameObject[] players;
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if (isServer)
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players = SpawnPlayers(playerIds);
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}
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private GameObject[] SpawnPlayers(List<ulong> playerIds)
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{
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GameObject[] players = new GameObject[playerIds.Count];
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for (int i = 0; i < playerIds.Count; i++)
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{
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GameObject player = Instantiate(PlayerPrefab, Vector2.right * i * 2, Quaternion.identity);
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if (playerIds[i] != int.MaxValue)
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{
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player.GetComponent<NetworkObject>().SpawnAsPlayerObject(playerIds[i], true);
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player.GetComponent<ReconciliationPlayerControllerMiddleman>().enabled = true;
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}
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else // If is offline player 2
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{
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var playInputScript = player.GetComponent<PlayerInput>();
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playInputScript.PlayerNum = 1; // start index is 0
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// Disable reconcilleration
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Destroy(player.GetComponent<ReconciliationPlayerControllerMiddleman>());
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}
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players[i] = player;
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}
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return players;
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}
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}
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