evershade/Assets/Scripts/SceneLoader.cs

142 lines
4.6 KiB
C#

using System.Collections;
using FishNet;
using FishNet.Connection;
using FishNet.Managing.Scened;
using FishNet.Object;
using UnityEngine;
using UnityEngine.EventSystems;
public class SceneLoader : NetworkBehaviour, IPointerClickHandler
{
[SerializeField] private string sceneName;
[SerializeField] public bool SceneStack;
[SerializeField] private Vector3 spawnPosition;
private int _stackedSceneHandle;
private void Start()
{
InstanceFinder.SceneManager.OnLoadEnd += SceneManager_OnLoadEnd;
}
private void OnDestroy()
{
if (InstanceFinder.SceneManager != null)
InstanceFinder.SceneManager.OnLoadEnd -= SceneManager_OnLoadEnd;
}
private void OnTriggerEnter(Collider other)
{
var nob = other.GetComponent<NetworkObject>();
if (nob != null && nob.IsOwner) LoadScene(nob);
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("Clicked scene loader");
var nob = eventData.pointerCurrentRaycast.gameObject.GetComponent<NetworkObject>();
if (nob != null) LoadScene(nob);
}
private void SceneManager_OnLoadEnd(SceneLoadEndEventArgs data)
{
if (!data.QueueData.AsServer)
return;
if (!SceneStack)
return;
if (_stackedSceneHandle != 0)
return;
if (data.LoadedScenes.Length > 0)
_stackedSceneHandle = data.LoadedScenes[0].handle;
}
private void LoadScene(NetworkObject nob)
{
Debug.Log("Loading scene");
var sceneLoadData = new SceneLoadData(SceneLookupData.CreateData(sceneName));
sceneLoadData.ReplaceScenes = ReplaceOption.None;
sceneLoadData.Options.AllowStacking = true;
var connection = nob.Owner;
InstanceFinder.SceneManager.LoadConnectionScenes(nob.Owner, sceneLoadData);
MovePlayerToSpawnPositionServerRpc(connection);
// move player to spawn position
}
[ServerRpc(RequireOwnership = false)]
private void MovePlayerToSpawnPositionServerRpc(NetworkConnection connection)
{
Debug.Log("Moving player to spawn position (SERVERRPC)");
StartCoroutine(MovePlayerToSpawnPosition(connection));
}
private IEnumerator MovePlayerToSpawnPosition(NetworkConnection connection)
{
// yield return new WaitForEndOfFrame();
yield return new WaitForSeconds(0.5f);
// get players network object
var player = connection.FirstObject;
if (player != null)
{
Debug.Log("Moving player to spawn position");
player.transform.position = spawnPosition;
UpdatePlayerPositionObserversRpc(player.ObjectId, spawnPosition);
}
}
// Get all scenes loaded for this connection
[ServerRpc(RequireOwnership = false)]
private void UnloadPreviousSceneServerRpc(NetworkConnection connection, string newSceneName)
{
var sceneConnections = InstanceFinder.SceneManager.SceneConnections;
foreach (var kvp in sceneConnections)
{
var scene = kvp.Key;
var connections = kvp.Value;
// Check if this scene is loaded for the current connection
if (connections.Contains(connection))
// Unload all scenes except the new one and any persistent scenes
/*if (scene.name != newSceneName && !scene.name.Equals("PersistentScene"))
{
var unloadSceneData = new SceneUnloadData(scene.name);
InstanceFinder.SceneManager.UnloadConnectionScenes(connection, unloadSceneData);
}*/
// unload scenes where no players are connected
if (scene.name != newSceneName)
{
var unloadSceneData = new SceneUnloadData(scene.name);
InstanceFinder.SceneManager.UnloadConnectionScenes(connection, unloadSceneData);
}
}
}
[ObserversRpc]
private void UpdatePlayerPositionObserversRpc(int playerObjectId, Vector3 position)
{
// var player = InstanceFinder.ClientManager.Objects.Spawned[playerObjectId];
if (InstanceFinder.ClientManager.Objects.Spawned.TryGetValue(playerObjectId, out var playerObject))
playerObject.transform.position = position;
else
Debug.LogWarning("Player not found");
}
public void UnloadScene()
{
// if (_stackedScenceHandle == 0)
// return;
// InstanceFinder.SceneManager.UnloadScene(_stackedScenceHandle);
// _stackedScenceHandle = 0;
}
}