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better-tee/Assets/Packages/Mirror/Examples/AdditiveScenes/Scripts/SceneLoader.cs
2019-09-16 00:28:36 +02:00

56 lines
1.9 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
namespace Mirror.Examples.Additive
{
// This script is attached to the player prefab
public class SceneLoader : NetworkBehaviour
{
public enum LoadAction
{
Load,
Unload
}
// Tell the client to load a single subscene
// This is called from ZoneHandler's server-only OnTrigger events
[TargetRpc]
public void TargetLoadUnloadScene(NetworkConnection networkConnection, string sceneName, LoadAction loadAction)
{
// Check if server here because we already pre-loaded the subscenes on the server
if (!isServer) StartCoroutine(LoadUnloadScene(sceneName, loadAction));
}
// isBusy protects us from being overwhelmed by server messages to load several subscenes at once.
bool isBusy = false;
IEnumerator LoadUnloadScene(string sceneName, LoadAction loadAction)
{
while (isBusy) yield return null;
isBusy = true;
if (loadAction == LoadAction.Load)
yield return SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
else
{
yield return SceneManager.UnloadSceneAsync(sceneName);
yield return Resources.UnloadUnusedAssets();
}
isBusy = false;
Debug.LogFormat("{0} {1} Done", sceneName, loadAction.ToString());
CmdSceneDone(sceneName, loadAction);
}
[Command]
public void CmdSceneDone(string sceneName, LoadAction loadAction)
{
// The point of this is to show the client telling server it has loaded the subscene
// so the server might take some further action, e.g. reposition the player.
Debug.LogFormat("{0} {1} done on client", sceneName, loadAction.ToString());
}
}
}