mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
123 lines
4.5 KiB
C#
123 lines
4.5 KiB
C#
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#if ENABLE_UNET
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using System;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace UnityEditor
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{
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[CustomEditor(typeof(NetworkIdentity), true)]
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[CanEditMultipleObjects]
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public class NetworkIdentityEditor : Editor
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{
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SerializedProperty m_ServerOnlyProperty;
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SerializedProperty m_LocalPlayerAuthorityProperty;
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GUIContent m_ServerOnlyLabel;
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GUIContent m_LocalPlayerAuthorityLabel;
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GUIContent m_SpawnLabel;
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NetworkIdentity m_NetworkIdentity;
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bool m_Initialized;
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bool m_ShowObservers;
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void Init()
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{
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if (m_Initialized)
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{
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return;
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}
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m_Initialized = true;
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m_NetworkIdentity = target as NetworkIdentity;
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m_ServerOnlyProperty = serializedObject.FindProperty("m_ServerOnly");
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m_LocalPlayerAuthorityProperty = serializedObject.FindProperty("m_LocalPlayerAuthority");
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m_ServerOnlyLabel = new GUIContent("Server Only", "True if the object should only exist on the server.");
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m_LocalPlayerAuthorityLabel = new GUIContent("Local Player Authority", "True if this object will be controlled by a player on a client.");
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m_SpawnLabel = new GUIContent("Spawn Object", "This causes an unspawned server object to be spawned on clients");
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}
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public override void OnInspectorGUI()
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{
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if (m_ServerOnlyProperty == null)
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{
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m_Initialized = false;
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}
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Init();
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serializedObject.Update();
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if (m_ServerOnlyProperty.boolValue)
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{
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EditorGUILayout.PropertyField(m_ServerOnlyProperty, m_ServerOnlyLabel);
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EditorGUILayout.LabelField("Local Player Authority cannot be set for server-only objects");
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}
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else if (m_LocalPlayerAuthorityProperty.boolValue)
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{
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EditorGUILayout.LabelField("Server Only cannot be set for Local Player Authority objects");
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EditorGUILayout.PropertyField(m_LocalPlayerAuthorityProperty, m_LocalPlayerAuthorityLabel);
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}
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else
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{
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EditorGUILayout.PropertyField(m_ServerOnlyProperty, m_ServerOnlyLabel);
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EditorGUILayout.PropertyField(m_LocalPlayerAuthorityProperty, m_LocalPlayerAuthorityLabel);
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}
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serializedObject.ApplyModifiedProperties();
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if (!Application.isPlaying)
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{
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return;
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}
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// Runtime actions below here
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EditorGUILayout.Separator();
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if (m_NetworkIdentity.observers != null && m_NetworkIdentity.observers.Count > 0)
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{
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m_ShowObservers = EditorGUILayout.Foldout(m_ShowObservers, "Observers");
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if (m_ShowObservers)
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{
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EditorGUI.indentLevel += 1;
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foreach (var o in m_NetworkIdentity.observers)
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{
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GameObject obj = null;
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foreach (var p in o.playerControllers)
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{
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if (p != null)
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{
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obj = p.gameObject;
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break;
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}
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}
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if (obj)
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EditorGUILayout.ObjectField("Connection " + o.connectionId, obj, typeof(GameObject), false);
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else
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EditorGUILayout.TextField("Connection " + o.connectionId);
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}
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EditorGUI.indentLevel -= 1;
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}
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}
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PrefabType prefabType = PrefabUtility.GetPrefabType(m_NetworkIdentity.gameObject);
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if (prefabType == PrefabType.Prefab)
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return;
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if (m_NetworkIdentity.gameObject.activeSelf && m_NetworkIdentity.netId.IsEmpty() && NetworkServer.active)
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(m_SpawnLabel);
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if (GUILayout.Toggle(false, "Spawn", EditorStyles.miniButtonLeft))
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{
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NetworkServer.Spawn(m_NetworkIdentity.gameObject);
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EditorUtility.SetDirty(target); // preview window STILL doens't update immediately..
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}
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EditorGUILayout.EndHorizontal();
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}
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}
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}
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}
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#endif //ENABLE_UNET
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