mirror of
https://github.com/MirrorNetworking/Mirror.git
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89 lines
3.0 KiB
C#
89 lines
3.0 KiB
C#
using UnityEngine;
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using UnityEngine.SceneManagement;
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public class NetMan : MonoBehaviour
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{
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// Server/Client worlds for easy access
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public const string ClientWorldName = "ClientWorld";
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public const string ServerWorldName = "ServerWorld";
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public static Scene ClientWorld;
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public static Scene ServerWorld;
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static Scene originalScene;
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static string originalScenePath;
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static bool initialized = false;
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// helper function to LoadScene with a custom name
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// -> LoadScene additive can duplicate but not change the name
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// -> we need to Create & Merge for that
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void LoadSceneCustomName(string scenePath, LoadSceneParameters parameters, string customName)
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{
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SceneManager.CreateScene(customName);
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SceneManager.LoadScene(gameObject.scene.path, LoadSceneMode.Additive);
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//SceneManager.MergeScenes();
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}
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void Awake()
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{
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// we only do world initialization ONCE
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// duplicating a scene would call Awake here again.
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if (initialized) return;
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initialized = true;
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// remember the original scene
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originalScene = SceneManager.GetActiveScene();
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originalScenePath = originalScene.path;
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// let's create a ServerWorld and ClientWorld like in DOTSNET
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// so that even if we connect client 1 hour after starting server,
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// the client still starts with a fresh client scene like everyone else.
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SceneManager.CreateScene(ClientWorldName);
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SceneManager.CreateScene(ServerWorldName);
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ClientWorld = SceneManager.GetSceneByName(ClientWorldName);
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ServerWorld = SceneManager.GetSceneByName(ServerWorldName);
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// can't merge any scenes yet because not loaded in Awake() yet.
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// setup OnSceneLoaded callback and continue there.
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SceneManager.sceneLoaded += OnSceneLoaded;
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// duplicate original scene. we'll move it into ClientWorld
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// -> additive, otherwise we would just reload it
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SceneManager.LoadScene(originalScene.path, LoadSceneMode.Additive);
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}
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void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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Debug.Log($"OnSceneLoaded: {scene.name} {scene.path}");
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// is this for the original scene?
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if (scene == originalScene)
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{
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Debug.Log($"original scene loaded");
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// merge original into ServerWorld
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SceneManager.MergeScenes(scene, ServerWorld);
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Debug.Log($"Original scene merged into {ServerWorldName}!");
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}
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// not the same scene, but same path. so it's the duplicate.
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else if (scene.path == originalScenePath)
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{
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Debug.Log($"duplicated scene loaded");
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// merge duplicate into serverworld
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SceneManager.MergeScenes(scene, ClientWorld);
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Debug.Log($"Original scene merged into {ClientWorldName}!");
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}
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}
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void OnGUI()
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{
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if (GUI.Button(new Rect(5, 5, 100, 25), "Start Server"))
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{
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//
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}
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if (GUI.Button(new Rect(5, 30, 100, 25), "Start Client"))
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{
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}
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}
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}
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