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