Removed Server Only scene object from MultipleAdditiveScenes example

This commit is contained in:
MrGadget1024 2020-11-14 02:26:19 -05:00
parent 7ea55ce935
commit d5e162c0d0
6 changed files with 33 additions and 103 deletions

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@ -122,86 +122,6 @@ NavMeshSettings:
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@ -234,7 +154,7 @@ Transform:
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@ -667,7 +587,7 @@ Transform:
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--- !u!1001 &2061474488
PrefabInstance:

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@ -312,6 +312,8 @@ MonoBehaviour:
playerSpawnMethod: 1
spawnPrefabs:
- {fileID: 1139254171913846, guid: 8cec47ed46e0eff45966a5173d3aa0d3, type: 3}
rewardPrefab: {fileID: 1139254171913846, guid: 8cec47ed46e0eff45966a5173d3aa0d3,
type: 3}
instances: 2
gameScene: Assets/Mirror/Examples/MultipleAdditiveScenes/Scenes/Game.unity
--- !u!4 &69965670

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@ -8,6 +8,10 @@ namespace Mirror.Examples.MultipleAdditiveScenes
[AddComponentMenu("")]
public class MultiSceneNetManager : NetworkManager
{
[Header("Spawner Setup")]
[Tooltip("Reward Prefab for the Spawner")]
public GameObject rewardPrefab;
[Header("MultiScene Setup")]
public int instances = 3;
@ -66,6 +70,7 @@ IEnumerator OnServerAddPlayerDelayed(NetworkConnection conn)
/// </summary>
public override void OnStartServer()
{
Spawner.rewardPrefab = rewardPrefab;
StartCoroutine(ServerLoadSubScenes());
}
@ -77,7 +82,10 @@ IEnumerator ServerLoadSubScenes()
for (int index = 1; index <= instances; index++)
{
yield return SceneManager.LoadSceneAsync(gameScene, new LoadSceneParameters { loadSceneMode = LoadSceneMode.Additive, localPhysicsMode = LocalPhysicsMode.Physics3D });
subScenes.Add(SceneManager.GetSceneAt(index));
Scene newScene = SceneManager.GetSceneAt(index);
subScenes.Add(newScene);
Spawner.InitialSpawn(newScene);
}
subscenesLoaded = true;

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@ -8,7 +8,6 @@ public class Reward : NetworkBehaviour
static readonly ILogger logger = LogFactory.GetLogger(typeof(Reward));
public bool available = true;
public Spawner spawner;
public RandomColor randomColor;
void OnValidate()
@ -34,18 +33,18 @@ public void ClaimPrize(GameObject player)
// First hit turns it off, pending the object being destroyed a few frames later.
available = false;
Color prizeColor = randomColor.color;
Color32 color = randomColor.color;
// calculate the points from the color ... lighter scores higher as the average approaches 255
// UnityEngine.Color RGB values are float fractions of 255
uint points = (uint)(((prizeColor.r * 255) + (prizeColor.g * 255) + (prizeColor.b * 255)) / 3);
if (logger.LogEnabled()) logger.LogFormat(LogType.Log, "Scored {0} points R:{1} G:{2} B:{3}", points, prizeColor.r, prizeColor.g, prizeColor.b);
uint points = (uint)(((color.r) + (color.g) + (color.b)) / 3);
if (logger.LogEnabled()) logger.LogFormat(LogType.Log, "Scored {0} points R:{1} G:{2} B:{3}", points, color.r, color.g, color.b);
// award the points via SyncVar on the PlayerController
player.GetComponent<PlayerScore>().score += points;
// spawn a replacement
spawner.SpawnPrize();
Spawner.SpawnReward(gameObject.scene);
// destroy this one
NetworkServer.Destroy(gameObject);

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@ -1,27 +1,30 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
namespace Mirror.Examples.MultipleAdditiveScenes
{
public class Spawner : NetworkBehaviour
internal class Spawner : MonoBehaviour
{
public NetworkIdentity prizePrefab;
[FormerlySerializedAs("prizePrefab")]
internal static GameObject rewardPrefab;
public override void OnStartServer()
internal static void InitialSpawn(Scene scene)
{
if (!NetworkServer.active) return;
for (int i = 0; i < 10; i++)
SpawnPrize();
SpawnReward(scene);
}
public void SpawnPrize()
internal static void SpawnReward(Scene scene)
{
if (!NetworkServer.active) return;
Vector3 spawnPosition = new Vector3(Random.Range(-19, 20), 1, Random.Range(-19, 20));
// spawn as child of the spawner that's already in the additive scene at 0,0,0 so we don't have to move it
GameObject newPrize = Instantiate(prizePrefab.gameObject, spawnPosition, Quaternion.identity, transform);
Reward reward = newPrize.gameObject.GetComponent<Reward>();
reward.spawner = this;
NetworkServer.Spawn(newPrize);
GameObject reward = Instantiate(rewardPrefab, spawnPosition, Quaternion.identity);
SceneManager.MoveGameObjectToScene(reward, scene);
NetworkServer.Spawn(reward);
}
}
}

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@ -8,8 +8,6 @@ public class Reward : NetworkBehaviour
static readonly ILogger logger = LogFactory.GetLogger(typeof(Reward));
public bool available = true;
uint points;
public RandomColor randomColor;
void OnValidate()
@ -41,7 +39,7 @@ public void ClaimPrize(GameObject player)
// calculate the points from the color ... lighter scores higher as the average approaches 255
// UnityEngine.Color RGB values are float fractions of 255
points = (uint)(((color.r) + (color.g) + (color.b)) / 3);
uint points = (uint)(((color.r) + (color.g) + (color.b)) / 3);
if (logger.LogEnabled()) logger.LogFormat(LogType.Log, "Scored {0} points R:{1} G:{2} B:{3}", points, color.r, color.g, color.b);
// award the points via SyncVar on the PlayerController