#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().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 observers, bool initial) { if (forceHidden) { // ensure player can still see themself var uv = GetComponent(); 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(); 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(); 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()) { rend.enabled = vis; } } } } #endif