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