feat: Added Additive Levels example (#2994)

* feat: Added Additive Levels example
Demonstrates Additive scenes with custom transition, portals, respawning players

* Portal waitForSeconds calculated

* added ReadMe
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MrGadget 2021-11-16 02:25:06 -05:00 committed by GitHub
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commit 749c4b7e75
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46 changed files with 5280 additions and 3 deletions

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Setup details at https://mirror-networking.gitbook.io/docs/examples/additive-levels

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using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror.Examples.AdditiveLevels
{
public class AdditiveLevelsNetworkManager : NetworkManager
{
[Header("Additive Scenes - First is start scene")]
[Scene, Tooltip("Add additive scenes here.\nFirst entry will be players' start scene")]
public string[] additiveScenes;
[Header("Fade Control - See child FadeCanvas")]
[Tooltip("Reference to FadeInOut script on child FadeCanvas")]
public FadeInOut fadeInOut;
// This is set true after server loads all subscene instances
bool subscenesLoaded;
// This is managed in LoadAdditive, UnloadAdditive, and checked in OnClientSceneChanged
bool isInTransition;
#region Scene Management
/// <summary>
/// Called on the server when a scene is completed loaded, when the scene load was initiated by the server with ServerChangeScene().
/// </summary>
/// <param name="sceneName">The name of the new scene.</param>
public override void OnServerSceneChanged(string sceneName)
{
// This fires after server fully changes scenes, e.g. offline to online
// If server has just loaded the Container (online) scene, load the subscenes on server
if (sceneName == onlineScene)
StartCoroutine(ServerLoadSubScenes());
}
IEnumerator ServerLoadSubScenes()
{
foreach (string additiveScene in additiveScenes)
yield return SceneManager.LoadSceneAsync(additiveScene, new LoadSceneParameters
{
loadSceneMode = LoadSceneMode.Additive,
localPhysicsMode = LocalPhysicsMode.Physics3D // change this to .Physics2D for a 2D game
});
subscenesLoaded = true;
}
/// <summary>
/// Called from ClientChangeScene immediately before SceneManager.LoadSceneAsync is executed
/// <para>This allows client to do work / cleanup / prep before the scene changes.</para>
/// </summary>
/// <param name="sceneName">Name of the scene that's about to be loaded</param>
/// <param name="sceneOperation">Scene operation that's about to happen</param>
/// <param name="customHandling">true to indicate that scene loading will be handled through overrides</param>
public override void OnClientChangeScene(string sceneName, SceneOperation sceneOperation, bool customHandling)
{
//Debug.Log($"OnClientChangeScene {sceneName} {sceneOperation}");
if (sceneOperation == SceneOperation.UnloadAdditive)
StartCoroutine(UnloadAdditive(sceneName));
if (sceneOperation == SceneOperation.LoadAdditive)
StartCoroutine(LoadAdditive(sceneName));
}
IEnumerator LoadAdditive(string sceneName)
{
isInTransition = true;
// this will return immediately if already faded in
// e.g. by UnloadAdditive above or by default startup state
yield return fadeInOut.FadeIn();
// host client is on server...don't load the additive scene again
if (mode == NetworkManagerMode.ClientOnly)
{
// Start loading the additive subscene
loadingSceneAsync = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
while (loadingSceneAsync != null && !loadingSceneAsync.isDone)
yield return null;
}
// Reset these to false when ready to proceed
NetworkClient.isLoadingScene = false;
isInTransition = false;
OnClientSceneChanged(NetworkClient.connection);
yield return fadeInOut.FadeOut();
}
IEnumerator UnloadAdditive(string sceneName)
{
isInTransition = true;
yield return fadeInOut.FadeIn();
if (mode == NetworkManagerMode.ClientOnly)
{
yield return SceneManager.UnloadSceneAsync(sceneName);
yield return Resources.UnloadUnusedAssets();
}
// Reset this to false when ready to proceed
NetworkClient.isLoadingScene = false;
isInTransition = false;
OnClientSceneChanged(NetworkClient.connection);
}
/// <summary>
/// Called on clients when a scene has completed loaded, when the scene load was initiated by the server.
/// <para>Scene changes can cause player objects to be destroyed. The default implementation of OnClientSceneChanged in the NetworkManager is to add a player object for the connection if no player object exists.</para>
/// </summary>
/// <param name="conn">The network connection that the scene change message arrived on.</param>
public override void OnClientSceneChanged(NetworkConnection conn)
{
//Debug.Log($"OnClientSceneChanged {isInTransition}");
// Only call the base method if not in a transition.
// This will be called from DoTransition after setting doingTransition to false
// but will also be called first by Mirror when the scene loading finishes.
if (!isInTransition)
base.OnClientSceneChanged(conn);
}
#endregion
#region Server System Callbacks
/// <summary>
/// Called on the server when a client is ready.
/// <para>The default implementation of this function calls NetworkServer.SetClientReady() to continue the network setup process.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerReady(NetworkConnection conn)
{
//Debug.Log($"OnServerReady {conn} {conn.identity}");
// This fires from a Ready message client sends to server after loading the online scene
base.OnServerReady(conn);
if (conn.identity == null)
StartCoroutine(AddPlayerDelayed(conn));
}
// This delay is mostly for the host player that loads too fast for the
// server to have subscenes async loaded from OnServerSceneChanged ahead of it.
IEnumerator AddPlayerDelayed(NetworkConnection conn)
{
// Wait for server to async load all subscenes for game instances
while (!subscenesLoaded)
yield return null;
// Send Scene msg to client telling it to load the first additive scene
conn.Send(new SceneMessage { sceneName = additiveScenes[0], sceneOperation = SceneOperation.LoadAdditive, customHandling = true });
// We have Network Start Positions in first additive scene...pick one
Transform start = GetStartPosition();
// Instantiate player as child of start position - this will place it in the additive scene
// This also lets player object "inherit" pos and rot from start position transform
GameObject player = Instantiate(playerPrefab, start);
// now set parent null to get it out from under the Start Position object
player.transform.SetParent(null);
// Wait for end of frame before adding the player to ensure Scene Message goes first
yield return new WaitForEndOfFrame();
// Finally spawn the player object for this connection
NetworkServer.AddPlayerForConnection(conn, player);
}
#endregion
}
}

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using System.Collections;
using UnityEngine;
using UnityEngine.UI;
namespace Mirror.Examples.AdditiveLevels
{
public class FadeInOut : MonoBehaviour
{
// set these in the inspector
[Range(1, 100), Tooltip("Speed of fade in / out: lower is slower")]
public byte speed = 1;
[Tooltip("Reference to Image component on child panel")]
public Image fadeImage;
[Tooltip("Color to use during scene transition")]
public Color fadeColor = Color.black;
WaitForSeconds waitForSeconds;
void Awake()
{
waitForSeconds = new WaitForSeconds(speed * 0.01f);
}
public IEnumerator FadeIn()
{
//Debug.Log($"FadeIn - fading image in");
float alpha = fadeImage.color.a;
while (alpha < 1)
{
yield return waitForSeconds;
alpha += 0.01f;
fadeColor.a = alpha;
fadeImage.color = fadeColor;
}
//Debug.Log($"FadeIn - done fading");
}
public IEnumerator FadeOut()
{
//Debug.Log($"FadeOut - fading image out");
float alpha = fadeImage.color.a;
while (alpha > 0)
{
yield return waitForSeconds;
alpha -= 0.01f;
fadeColor.a = alpha;
fadeImage.color = fadeColor;
}
//Debug.Log($"FadeOut - done fading");
}
}
}

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using UnityEngine;
namespace Mirror.Examples.AdditiveLevels
{
// This script is attached to portal labels to keep them facing the camera
public class LookAtMainCamera : MonoBehaviour
{
Transform mainCamTransform;
private void Awake()
{
// flip scale so it's not bass-ackwards
transform.localScale = new Vector3(-1f, 1f, 1f);
}
void LateUpdate()
{
if (mainCamTransform == null)
mainCamTransform = Camera.main.transform;
if (mainCamTransform != null)
transform.LookAt(mainCamTransform);
}
}
}

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using UnityEngine;
namespace Mirror.Examples.AdditiveLevels
{
public class PhysicsSimulator : MonoBehaviour
{
PhysicsScene physicsScene;
PhysicsScene2D physicsScene2D;
bool simulatePhysicsScene;
bool simulatePhysicsScene2D;
void Awake()
{
if (NetworkServer.active)
{
physicsScene = gameObject.scene.GetPhysicsScene();
simulatePhysicsScene = physicsScene.IsValid() && physicsScene != Physics.defaultPhysicsScene;
physicsScene2D = gameObject.scene.GetPhysicsScene2D();
simulatePhysicsScene2D = physicsScene2D.IsValid() && physicsScene2D != Physics2D.defaultPhysicsScene;
}
else
{
enabled = false;
}
}
void FixedUpdate()
{
if (!NetworkServer.active) return;
if (simulatePhysicsScene)
physicsScene.Simulate(Time.fixedDeltaTime);
if (simulatePhysicsScene2D)
physicsScene2D.Simulate(Time.fixedDeltaTime);
}
}
}

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using UnityEngine;
namespace Mirror.Examples.AdditiveLevels
{
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(CharacterController))]
[RequireComponent(typeof(NetworkTransform))]
[RequireComponent(typeof(Rigidbody))]
public class PlayerController : NetworkBehaviour
{
public CharacterController characterController;
[Header("Movement Settings")]
public float moveSpeed = 8f;
public float turnSensitivity = 5f;
public float maxTurnSpeed = 150f;
[Header("Diagnostics")]
public float horizontal;
public float vertical;
public float turn;
public float jumpSpeed;
public bool isGrounded = true;
public bool isFalling;
public Vector3 velocity;
void OnValidate()
{
if (characterController == null)
characterController = GetComponent<CharacterController>();
characterController.enabled = false;
GetComponent<Rigidbody>().isKinematic = true;
GetComponent<NetworkTransform>().clientAuthority = true;
}
void OnDisable()
{
if (isLocalPlayer && Camera.main != null)
Camera.main.transform.SetParent(null);
}
void OnDestroy()
{
if (isLocalPlayer && Camera.main != null)
Camera.main.transform.SetParent(null);
}
public override void OnStartLocalPlayer()
{
//Debug.Log("OnStartLocalPlayer");
Camera.main.orthographic = false;
Camera.main.transform.SetParent(transform);
Camera.main.transform.localPosition = new Vector3(0f, 3f, -8f);
Camera.main.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
characterController.enabled = true;
}
void Update()
{
if (!isLocalPlayer || characterController == null || !characterController.enabled)
return;
horizontal = Input.GetAxis("Horizontal");
vertical = Input.GetAxis("Vertical");
// Q and E cancel each other out, reducing the turn to zero
if (Input.GetKey(KeyCode.Q))
turn = Mathf.MoveTowards(turn, -maxTurnSpeed, turnSensitivity);
if (Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, maxTurnSpeed, turnSensitivity);
if (Input.GetKey(KeyCode.Q) && Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
if (!Input.GetKey(KeyCode.Q) && !Input.GetKey(KeyCode.E))
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
if (isGrounded)
isFalling = false;
if ((isGrounded || !isFalling) && jumpSpeed < 1f && Input.GetKey(KeyCode.Space))
{
jumpSpeed = Mathf.Lerp(jumpSpeed, 1f, 0.5f);
}
else if (!isGrounded)
{
isFalling = true;
jumpSpeed = 0;
}
}
void FixedUpdate()
{
if (!isLocalPlayer || characterController == null || !characterController.enabled)
return;
transform.Rotate(0f, turn * Time.fixedDeltaTime, 0f);
Vector3 direction = new Vector3(horizontal, jumpSpeed, vertical);
direction = Vector3.ClampMagnitude(direction, 1f);
direction = transform.TransformDirection(direction);
direction *= moveSpeed;
if (jumpSpeed > 0)
characterController.Move(direction * Time.fixedDeltaTime);
else
characterController.SimpleMove(direction);
isGrounded = characterController.isGrounded;
velocity = characterController.velocity;
}
}
}

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using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror.Examples.AdditiveLevels
{
public class Portal : NetworkBehaviour
{
[Scene, Tooltip("Which scene to send player from here")]
public string destinationScene;
[Tooltip("Where to spawn player in Destination Scene")]
public Vector3 startPosition;
[Tooltip("Reference to child TMP label")]
public TMPro.TextMeshPro label;
WaitForSeconds waitForSeconds;
public override void OnStartServer()
{
// This is aproximately the fade time
waitForSeconds = new WaitForSeconds(((AdditiveLevelsNetworkManager)NetworkManager.singleton).fadeInOut.speed + 0.3f);
}
/// <summary>
/// Called on every NetworkBehaviour when it is activated on a client.
/// <para>Objects on the host have this function called, as there is a local client on the host. The values of SyncVars on object are guaranteed to be initialized correctly with the latest state from the server when this function is called on the client.</para>
/// </summary>
public override void OnStartClient()
{
label.text = SceneManager.GetSceneByPath(destinationScene).name;
}
// Note that I have created layers called Player(8) and Portal(9) and set them
// up in the Physics collision matrix so only Player collides with Portal.
void OnTriggerEnter(Collider other)
{
//Debug.Log($"Portal::OnTriggerEnter {gameObject.name} in {gameObject.scene.name}");
// tag check in case you didn't set up the layers and matrix as noted above
if (!other.CompareTag("Player")) return;
// applies to host client on server or remote client
if (other.TryGetComponent<PlayerController>(out PlayerController playerController))
playerController.enabled = false;
if (isServer)
StartCoroutine(SendPlayerToNewScene(other.gameObject));
}
[ServerCallback]
IEnumerator SendPlayerToNewScene(GameObject player)
{
if (player.TryGetComponent<NetworkIdentity>(out NetworkIdentity identity))
{
NetworkConnectionToClient conn = identity.connectionToClient;
if (conn == null) yield break;
// Tell client to unload previous subscene. No custom handling for this.
conn.Send(new SceneMessage { sceneName = gameObject.scene.path, sceneOperation = SceneOperation.UnloadAdditive, customHandling = true });
yield return waitForSeconds;
NetworkServer.RemovePlayerForConnection(conn, false);
yield return null;
// Move player to new subscene.
SceneManager.MoveGameObjectToScene(player, SceneManager.GetSceneByPath(destinationScene));
// Tell client to load the new subscene with custom handling (see NetworkManager::OnClientChangeScene).
conn.Send(new SceneMessage { sceneName = destinationScene, sceneOperation = SceneOperation.LoadAdditive, customHandling = true });
// reposition player on server and client
player.transform.position = startPosition;
player.transform.LookAt(Vector3.up);
NetworkServer.AddPlayerForConnection(conn, player);
// host client would have been disabled by OnTriggerEnter above
PlayerController playerController = null;
if (NetworkClient.localPlayer != null && NetworkClient.localPlayer.TryGetComponent<PlayerController>(out playerController))
playerController.enabled = true;
}
}
}
}

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using UnityEngine;
namespace Mirror.Examples.AdditiveLevels
{
public class RandomColor : NetworkBehaviour
{
// Color32 packs to 4 bytes
[SyncVar(hook = nameof(SetColor))]
public Color32 color = Color.black;
// Unity clones the material when GetComponent<Renderer>().material is called
// Cache it here and destroy it in OnDestroy to prevent a memory leak
Material cachedMaterial;
void SetColor(Color32 _, Color32 newColor)
{
if (cachedMaterial == null) cachedMaterial = GetComponentInChildren<Renderer>().material;
cachedMaterial.color = newColor;
}
void OnDestroy()
{
Destroy(cachedMaterial);
}
public override void OnStartServer()
{
base.OnStartServer();
// This script is on players that are respawned repeatedly
// so once the color has been set, don't change it.
if (color == Color.black)
color = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
}
}
}

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"name": "Mirror.Examples",
"references": [
"Mirror",
"Mirror.Components"
"Mirror.Components",
"Unity.TextMeshPro"
],
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": []
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}