Mirror/Unity-Technologies-networking/Runtime/NetworkProximityChecker.cs

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#if ENABLE_UNET
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Networking
{
[AddComponentMenu("Network/NetworkProximityChecker")]
[RequireComponent(typeof(NetworkIdentity))]
public class NetworkProximityChecker : NetworkBehaviour
{
public enum CheckMethod
{
Physics3D,
Physics2D
};
[TooltipAttribute("The maximum range that objects will be visible at.")]
public int visRange = 10;
[TooltipAttribute("How often (in seconds) that this object should update the set of players that can see it.")]
public float visUpdateInterval = 1.0f; // in seconds
[TooltipAttribute("Which method to use for checking proximity of players.\n\nPhysics3D uses 3D physics to determine proximity.\n\nPhysics2D uses 2D physics to determine proximity.")]
public CheckMethod checkMethod = CheckMethod.Physics3D;
[TooltipAttribute("Enable to force this object to be hidden from players.")]
public bool forceHidden = false;
float m_VisUpdateTime;
void Update()
{
if (!NetworkServer.active)
return;
if (Time.time - m_VisUpdateTime > visUpdateInterval)
{
GetComponent<NetworkIdentity>().RebuildObservers(false);
m_VisUpdateTime = Time.time;
}
}
// called when a new player enters
public override bool OnCheckObserver(NetworkConnection newObserver)
{
if (forceHidden)
return false;
// this cant use newObserver.playerControllers[0]. must iterate to find a valid player.
PlayerController controller = newObserver.playerControllers.Find(
pc => pc != null && pc.gameObject != null
);
if (controller != null)
{
GameObject player = controller.gameObject;
return Vector3.Distance(player.transform.position, transform.position) < visRange;
}
return false;
}
public override bool OnRebuildObservers(HashSet<NetworkConnection> observers, bool initial)
{
if (forceHidden)
{
// ensure player can still see themself
var uv = GetComponent<NetworkIdentity>();
if (uv.connectionToClient != null)
{
observers.Add(uv.connectionToClient);
}
return true;
}
// find players within range
switch (checkMethod)
{
case CheckMethod.Physics3D:
{
var hits = Physics.OverlapSphere(transform.position, visRange);
for (int i = 0; i < hits.Length; i++)
{
var hit = hits[i];
// (if an object has a connectionToClient, it is a player)
var uv = hit.GetComponent<NetworkIdentity>();
if (uv != null && uv.connectionToClient != null)
{
observers.Add(uv.connectionToClient);
}
}
return true;
}
case CheckMethod.Physics2D:
{
var hits = Physics2D.OverlapCircleAll(transform.position, visRange);
for (int i = 0; i < hits.Length; i++)
{
var hit = hits[i];
// (if an object has a connectionToClient, it is a player)
var uv = hit.GetComponent<NetworkIdentity>();
if (uv != null && uv.connectionToClient != null)
{
observers.Add(uv.connectionToClient);
}
}
return true;
}
}
return false;
}
// called hiding and showing objects on the host
public override void OnSetLocalVisibility(bool vis)
{
foreach (Renderer rend in GetComponentsInChildren<Renderer>())
{
rend.enabled = vis;
}
}
}
}
#endif