using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
///
/// Component that controls visibility of networked objects for players.
/// Any object with this component on it will not be visible to players more than a (configurable) distance away.
///
[AddComponentMenu("Network/NetworkProximityChecker")]
[RequireComponent(typeof(NetworkIdentity))]
[HelpURL("https://mirror-networking.com/xmldocs/articles/Components/NetworkProximityChecker.html")]
public class NetworkProximityChecker : NetworkBehaviour
{
///
/// Enumeration of methods to use to check proximity.
///
public enum CheckMethod
{
Physics3D,
Physics2D
}
///
/// The maximim range that objects will be visible at.
///
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 10;
///
/// How often (in seconds) that this object should update the list of observers that can see it.
///
[Tooltip("How often (in seconds) that this object should update the list of observers that can see it.")]
public float visUpdateInterval = 1;
///
/// Which method to use for checking proximity of players.
/// Physics3D uses 3D physics to determine proximity.
/// Physics2D uses 2D physics to determine proximity.
///
[Tooltip("Which method to use for checking proximity of players.\n\nPhysics3D uses 3D physics to determine proximity.\nPhysics2D uses 2D physics to determine proximity.")]
public CheckMethod checkMethod = CheckMethod.Physics3D;
///
/// Flag to force this object to be hidden for players.
/// If this object is a player object, it will not be hidden for that player.
///
[Tooltip("Enable to force this object to be hidden from players.")]
public bool forceHidden;
// Layers are used anyway, might as well expose them to the user.
///
/// Select only the Player's layer to avoid unnecessary SphereCasts against the Terrain, etc.
/// ~0 means 'Everything'.
///
[Tooltip("Select only the Player's layer to avoid unnecessary SphereCasts against the Terrain, etc.")]
public LayerMask castLayers = ~0;
float lastUpdateTime;
// OverlapSphereNonAlloc array to avoid allocations.
// -> static so we don't create one per component
// -> this is worth it because proximity checking happens for just about
// every entity on the server!
// -> should be big enough to work in just about all cases
static Collider[] hitsBuffer3D = new Collider[10000];
static Collider2D[] hitsBuffer2D = new Collider2D[10000];
void Update()
{
if (!NetworkServer.active)
return;
if (Time.time - lastUpdateTime > visUpdateInterval)
{
netIdentity.RebuildObservers(false);
lastUpdateTime = Time.time;
}
}
///
/// Called when a new player enters
///
///
///
public override bool OnCheckObserver(NetworkConnection newObserver)
{
if (forceHidden)
return false;
return Vector3.Distance(newObserver.playerController.transform.position, transform.position) < visRange;
}
///
/// Called when a new player enters, and when scene changes occur
///
/// List of players to be updated. Modify this set with all the players that can see this object
/// True if this is the first time the method is called for this object
/// True if this component calculated the list of observers
public override bool OnRebuildObservers(HashSet observers, bool initial)
{
// if force hidden then return without adding any observers.
if (forceHidden)
// always return true when overwriting OnRebuildObservers so that
// Mirror knows not to use the built in rebuild method.
return true;
// find players within range
switch (checkMethod)
{
case CheckMethod.Physics3D:
{
// cast without allocating GC for maximum performance
int hitCount = Physics.OverlapSphereNonAlloc(transform.position, visRange, hitsBuffer3D, castLayers);
if (hitCount == hitsBuffer3D.Length) Debug.LogWarning("NetworkProximityChecker's OverlapSphere test for " + name + " has filled the whole buffer(" + hitsBuffer3D.Length + "). Some results might have been omitted. Consider increasing buffer size.");
for (int i = 0; i < hitCount; i++)
{
Collider hit = hitsBuffer3D[i];
// collider might be on pelvis, often the NetworkIdentity is in a parent
// (looks in the object itself and then parents)
NetworkIdentity identity = hit.GetComponentInParent();
// (if an object has a connectionToClient, it is a player)
if (identity != null && identity.connectionToClient != null)
{
observers.Add(identity.connectionToClient);
}
}
break;
}
case CheckMethod.Physics2D:
{
// cast without allocating GC for maximum performance
int hitCount = Physics2D.OverlapCircleNonAlloc(transform.position, visRange, hitsBuffer2D, castLayers);
if (hitCount == hitsBuffer2D.Length) Debug.LogWarning("NetworkProximityChecker's OverlapCircle test for " + name + " has filled the whole buffer(" + hitsBuffer2D.Length + "). Some results might have been omitted. Consider increasing buffer size.");
for (int i = 0; i < hitCount; i++)
{
Collider2D hit = hitsBuffer2D[i];
// collider might be on pelvis, often the NetworkIdentity is in a parent
// (looks in the object itself and then parents)
NetworkIdentity identity = hit.GetComponentInParent();
// (if an object has a connectionToClient, it is a player)
if (identity != null && identity.connectionToClient != null)
{
observers.Add(identity.connectionToClient);
}
}
break;
}
}
// always return true when overwriting OnRebuildObservers so that
// Mirror knows not to use the built in rebuild method.
return true;
}
///
/// Called when hiding and showing objects on the host
///
///
public override void OnSetLocalVisibility(bool visible)
{
foreach (Renderer rend in GetComponentsInChildren())
{
rend.enabled = visible;
}
}
}
}