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

123 lines
4.5 KiB
C#

#if ENABLE_UNET
using System;
using UnityEngine;
using UnityEngine.Networking;
namespace UnityEditor
{
[CustomEditor(typeof(NetworkIdentity), true)]
[CanEditMultipleObjects]
public class NetworkIdentityEditor : Editor
{
SerializedProperty m_ServerOnlyProperty;
SerializedProperty m_LocalPlayerAuthorityProperty;
GUIContent m_ServerOnlyLabel;
GUIContent m_LocalPlayerAuthorityLabel;
GUIContent m_SpawnLabel;
NetworkIdentity m_NetworkIdentity;
bool m_Initialized;
bool m_ShowObservers;
void Init()
{
if (m_Initialized)
{
return;
}
m_Initialized = true;
m_NetworkIdentity = target as NetworkIdentity;
m_ServerOnlyProperty = serializedObject.FindProperty("m_ServerOnly");
m_LocalPlayerAuthorityProperty = serializedObject.FindProperty("m_LocalPlayerAuthority");
m_ServerOnlyLabel = new GUIContent("Server Only", "True if the object should only exist on the server.");
m_LocalPlayerAuthorityLabel = new GUIContent("Local Player Authority", "True if this object will be controlled by a player on a client.");
m_SpawnLabel = new GUIContent("Spawn Object", "This causes an unspawned server object to be spawned on clients");
}
public override void OnInspectorGUI()
{
if (m_ServerOnlyProperty == null)
{
m_Initialized = false;
}
Init();
serializedObject.Update();
if (m_ServerOnlyProperty.boolValue)
{
EditorGUILayout.PropertyField(m_ServerOnlyProperty, m_ServerOnlyLabel);
EditorGUILayout.LabelField("Local Player Authority cannot be set for server-only objects");
}
else if (m_LocalPlayerAuthorityProperty.boolValue)
{
EditorGUILayout.LabelField("Server Only cannot be set for Local Player Authority objects");
EditorGUILayout.PropertyField(m_LocalPlayerAuthorityProperty, m_LocalPlayerAuthorityLabel);
}
else
{
EditorGUILayout.PropertyField(m_ServerOnlyProperty, m_ServerOnlyLabel);
EditorGUILayout.PropertyField(m_LocalPlayerAuthorityProperty, m_LocalPlayerAuthorityLabel);
}
serializedObject.ApplyModifiedProperties();
if (!Application.isPlaying)
{
return;
}
// Runtime actions below here
EditorGUILayout.Separator();
if (m_NetworkIdentity.observers != null && m_NetworkIdentity.observers.Count > 0)
{
m_ShowObservers = EditorGUILayout.Foldout(m_ShowObservers, "Observers");
if (m_ShowObservers)
{
EditorGUI.indentLevel += 1;
foreach (var o in m_NetworkIdentity.observers)
{
GameObject obj = null;
foreach (var p in o.playerControllers)
{
if (p != null)
{
obj = p.gameObject;
break;
}
}
if (obj)
EditorGUILayout.ObjectField("Connection " + o.connectionId, obj, typeof(GameObject), false);
else
EditorGUILayout.TextField("Connection " + o.connectionId);
}
EditorGUI.indentLevel -= 1;
}
}
PrefabType prefabType = PrefabUtility.GetPrefabType(m_NetworkIdentity.gameObject);
if (prefabType == PrefabType.Prefab)
return;
if (m_NetworkIdentity.gameObject.activeSelf && m_NetworkIdentity.netId.IsEmpty() && NetworkServer.active)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(m_SpawnLabel);
if (GUILayout.Toggle(false, "Spawn", EditorStyles.miniButtonLeft))
{
NetworkServer.Spawn(m_NetworkIdentity.gameObject);
EditorUtility.SetDirty(target); // preview window STILL doens't update immediately..
}
EditorGUILayout.EndHorizontal();
}
}
}
}
#endif //ENABLE_UNET