Mirror/Unity-Technologies-networking/Editor/NetworkScenePostProcess.cs

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#if ENABLE_UNET
using System.Collections.Generic;
using UnityEditor.Callbacks;
using UnityEngine;
using UnityEngine.Networking;
namespace UnityEditor
{
public class NetworkScenePostProcess : MonoBehaviour
{
[PostProcessScene]
public static void OnPostProcessScene()
{
var prefabWarnings = new HashSet<string>();
int nextSceneId = 1;
foreach (NetworkIdentity uv in FindObjectsOfType<NetworkIdentity>())
{
// 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 (uv.GetComponent<NetworkManager>() != null)
{
Debug.LogError("NetworkManager has a NetworkIdentity component. This will cause the NetworkManager object to be disabled, so it is not recommended.");
}
if (uv.isClient || uv.isServer)
continue;
uv.gameObject.SetActive(false);
uv.ForceSceneId(nextSceneId++);
var prefabGO = UnityEditor.PrefabUtility.GetPrefabParent(uv.gameObject) as GameObject;
if (prefabGO)
{
var prefabRootGO = UnityEditor.PrefabUtility.FindPrefabRoot(prefabGO);
if (prefabRootGO)
{
var identities = prefabRootGO.GetComponentsInChildren<NetworkIdentity>();
if (identities.Length > 1 && !prefabWarnings.Contains(prefabRootGO.name))
{
// make sure we only print one error per prefab
prefabWarnings.Add(prefabRootGO.name);
Debug.LogWarningFormat("Prefab '{0}' has several NetworkIdentity components attached to itself or its children, this is not supported.", prefabRootGO.name);
}
}
}
}
}
}
}
#endif //ENABLE_UNET