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better-tee/Assets/Packages/Mirror/Editor/NetworkScenePostProcess.cs
2019-09-16 00:28:36 +02:00

90 lines
4.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
namespace Mirror
{
public class NetworkScenePostProcess : MonoBehaviour
{
[PostProcessScene]
public static void OnPostProcessScene()
{
// find all NetworkIdentities in all scenes
// => can't limit it to GetActiveScene() because that wouldn't work
// for additive scene loads (the additively loaded scene is never
// the active scene)
// => ignore DontDestroyOnLoad scene! this avoids weird situations
// like in NetworkZones when we destroy the local player and
// load another scene afterwards, yet the local player is still
// in the FindObjectsOfType result with scene=DontDestroyOnLoad
// for some reason
// => OfTypeAll so disabled objects are included too
// => Unity 2019 returns prefabs here too, so filter them out.
IEnumerable<NetworkIdentity> identities = Resources.FindObjectsOfTypeAll<NetworkIdentity>()
.Where(identity => identity.gameObject.hideFlags != HideFlags.NotEditable &&
identity.gameObject.hideFlags != HideFlags.HideAndDontSave &&
identity.gameObject.scene.name != "DontDestroyOnLoad" &&
!PrefabUtility.IsPartOfPrefabAsset(identity.gameObject));
foreach (NetworkIdentity identity in identities)
{
// if we had a [ConflictComponent] attribute that would be better than this check.
// also there is no context about which scene this is in.
if (identity.GetComponent<NetworkManager>() != null)
{
Debug.LogError("NetworkManager has a NetworkIdentity component. This will cause the NetworkManager object to be disabled, so it is not recommended.");
}
// not spawned before?
// OnPostProcessScene is called after additive scene loads too,
// and we don't want to set main scene's objects inactive again
if (!identity.isClient && !identity.isServer)
{
// valid scene object?
// otherwise it might be an unopened scene that still has null
// sceneIds. builds are interrupted if they contain 0 sceneIds,
// but it's still possible that we call LoadScene in Editor
// for a previously unopened scene.
// (and only do SetActive if this was actually a scene object)
if (identity.sceneId != 0)
{
// set scene hash
identity.SetSceneIdSceneHashPartInternal();
// disable it
// note: NetworkIdentity.OnDisable adds itself to the
// spawnableObjects dictionary (only if sceneId != 0)
identity.gameObject.SetActive(false);
// safety check for prefabs with more than one NetworkIdentity
#if UNITY_2018_2_OR_NEWER
GameObject prefabGO = PrefabUtility.GetCorrespondingObjectFromSource(identity.gameObject) as GameObject;
#else
GameObject prefabGO = PrefabUtility.GetPrefabParent(identity.gameObject) as GameObject;
#endif
if (prefabGO)
{
#if UNITY_2018_3_OR_NEWER
GameObject prefabRootGO = prefabGO.transform.root.gameObject;
#else
GameObject prefabRootGO = PrefabUtility.FindPrefabRoot(prefabGO);
#endif
if (prefabRootGO)
{
if (prefabRootGO.GetComponentsInChildren<NetworkIdentity>().Length > 1)
{
Debug.LogWarningFormat("Prefab '{0}' has several NetworkIdentity components attached to itself or its children, this is not supported.", prefabRootGO.name);
}
}
}
}
// throwing an exception would only show it for one object
// because this function would return afterwards.
else Debug.LogError("Scene " + identity.gameObject.scene.path + " needs to be opened and resaved, because the scene object " + identity.name + " has no valid sceneId yet.");
}
}
}
}
}