evershade/Assets/Scripts/SceneLoader.cs

277 lines
9.7 KiB
C#

using System.Collections.Generic;
using FishNet;
using FishNet.Connection;
using FishNet.Managing.Scened;
using FishNet.Object;
using Managers;
using UI;
using UnityEngine;
using UnityEngine.EventSystems;
using Utils;
public class SceneLoader : NetworkBehaviour, IPointerClickHandler
{
private static readonly Dictionary<int, string> playerScenes = new();
[SerializeField] public string sceneName;
[SerializeField] public Vector3 spawnPosition;
private int _stackedSceneHandle;
private void Awake()
{
}
private void Start()
{
InstanceFinder.SceneManager.OnLoadEnd += SceneManager_OnLoadEnd;
}
private void OnDestroy()
{
if (InstanceFinder.SceneManager != null)
InstanceFinder.SceneManager.OnLoadEnd -= SceneManager_OnLoadEnd;
}
private void OnCollisionEnter(Collision collision)
{
GameLogger.Log("OnCollisionEnter triggered");
}
private void OnTriggerEnter2D(Collider2D other)
{
GameLogger.Log("OnTriggerEnter triggered");
if (!IsClientInitialized) return;
GameTimeManager.Instance.Pause();
LoadingScreenUIController.Instance.TriggerLoadingScreen();
GameLogger.Log("On Trigger ENTERED");
var nob = other.gameObject.GetComponent<NetworkObject>();
// GameLogger.Log("Player with clientID " + other.gameObject.GetInstanceID() + " entered trigger");
var otherConnection = other.GetComponent<NetworkObject>().Owner;
GameLogger.Log("Player with clientID " + otherConnection.ClientId + " entered trigger");
// if (nob != null) LoadScene(InstanceFinder.ClientManager.Connection.ClientId);
RequestSceneLoadServerRpc(otherConnection.ClientId);
GameTimeManager.Instance.Resume();
}
public void OnPointerClick(PointerEventData eventData)
{
/*if (!IsOwner)
{
GameLogger.Log("Not local player owner, not loading scene");
return;
}*/
GameLogger.Log("Clicked scene loader");
var clientId = InstanceFinder.ClientManager.Connection.ClientId;
GameLogger.Log("Player with clientID " + clientId + " clicked scene loader");
LoadScene(clientId);
}
[ServerRpc(RequireOwnership = false)]
public void RequestSceneLoadServerRpc(int clientId)
{
GameLogger.Log($"Received scene load request for client {clientId}");
LoadSceneForClient(clientId);
}
[Server]
private void LoadSceneForClient(int clientId)
{
GameLogger.Log($"Loading scene for client {clientId}");
var connection = InstanceFinder.ServerManager.Clients[clientId];
if (connection == null)
{
GameLogger.LogError($"No connection found for client {clientId}");
return;
}
var sceneLoadData = new SceneLoadData(SceneLookupData.CreateData(sceneName));
sceneLoadData.ReplaceScenes = ReplaceOption.All;
sceneLoadData.Options.AllowStacking = true; // Allow multiple scene instances
InstanceFinder.SceneManager.LoadConnectionScenes(connection, sceneLoadData);
// Unload the previous scene for this client
if (playerScenes.TryGetValue(clientId, out var previousScene))
InstanceFinder.SceneManager.UnloadConnectionScenes(connection, new SceneUnloadData(previousScene));
// Update the player's current scene
playerScenes[clientId] = sceneName;
// Move the player to the spawn position
var playerManager = PlayerManager.GetPlayerManager(clientId);
if (playerManager != null)
{
var player = playerManager.GetPlayerGo();
if (player != null)
{
player.transform.position = spawnPosition;
UpdatePlayerPositionObserversRpc(clientId, spawnPosition);
}
}
}
private void SceneManager_OnLoadEnd(SceneLoadEndEventArgs data)
{
if (!data.QueueData.AsServer)
return;
if (_stackedSceneHandle != 0)
return;
if (data.LoadedScenes.Length > 0)
_stackedSceneHandle = data.LoadedScenes[0].handle;
}
public override void OnStartServer()
{
GameLogger.Log("SceneLoader OnStartServer");
base.OnStartServer();
// var networkObject = GetComponent<NetworkObject>();
// if (networkObject != null) networkObject.GiveOwnership(NetworkManager.ServerManager.Clients[0]);
}
[ServerRpc(RequireOwnership = false)]
private void LoadScene(int clientId)
{
GameLogger.Log("Loading scene");
var sceneLoadData = new SceneLoadData(SceneLookupData.CreateData(sceneName));
sceneLoadData.ReplaceScenes = ReplaceOption.None;
sceneLoadData.Options.AllowStacking = false;
InstanceFinder.SceneManager.LoadConnectionScenes(InstanceFinder.ClientManager.Connection, sceneLoadData);
InstanceFinder.SceneManager.UnloadConnectionScenes(InstanceFinder.ClientManager.Connection,
new SceneUnloadData("StartMenu"));
// GameLogger.Log("Moving player to spawn position for clientId" + clientId);
// MovePlayerToSpawnPositionServerRpc(clientId);
// StartCoroutine(MovePlayerToSpawnPosition(clientId));
var player = PlayerManager.GetPlayerManager(clientId).GetPlayerGo();
var playerCamera = PlayerManager.GetPlayerManager(clientId).GetPlayerCamera();
// get players network object
if (player == null)
{
GameLogger.LogError("Player is null, can not move player to spawn position");
return;
}
GameLogger.Log("Moving player to spawn position: " + spawnPosition);
player.transform.position = spawnPosition;
playerCamera.gameObject.SetActive(true);
// if (Camera.main != null) Camera.main.gameObject.SetActive(false);
// playerCamera.gameObject.SetActive(true);
UpdatePlayerPositionObserversRpc(player.gameObject.GetInstanceID(), spawnPosition);
SetupPlayerCameraObserversRpc(clientId);
}
[ObserversRpc]
private void SetupPlayerCameraObserversRpc(int clientId)
{
GameLogger.Log("SetupPlayerCameraObserversRpc triggered for clientId: " + clientId);
var playerManager = PlayerManager.GetPlayerManager(clientId);
if (playerManager == null) return;
var playerGo = playerManager.GetPlayerGo();
if (playerGo == null) return;
var camera = playerGo.GetComponentInChildren<Camera>();
if (camera == null) return;
// enable camera only for the local player
camera.enabled = true;
Camera.main.gameObject.SetActive(false);
camera.tag = "MainCamera";
playerManager.SetupCamera();
}
// [ServerRpc(RequireOwnership = false)]
// private void MovePlayerToSpawnPositionServerRpc(int clientId)
// {
// GameLogger.Log("Preparing to move player to spawn position (SERVERRPC) for clientId " + clientId);
// StartCoroutine(MovePlayerToSpawnPosition(clientId));
// }
// private IEnumerator MovePlayerToSpawnPosition(int clientId)
// {
// // yield return new WaitForEndOfFrame();
// // wait until the scence is finished loading
// // yield return new WaitUntil(() => InstanceFinder.SceneManager
// yield return new WaitForSeconds(0.5f); // Wait a short time to ensure everything is set up
//
// var player = PlayerManager.GetPlayerManager(clientId).GetPlayerGo();
// // get players network object
//
// if (player == null)
// {
// GameLogger.LogError("Player is null, can not move player to spawn position");
// yield return null;
// }
//
// if (player != null)
// {
// GameLogger.Log("Moving player to spawn position: " + spawnPosition);
// player.transform.position = spawnPosition;
//
// UpdatePlayerPositionObserversRpc(player.gameObject.GetInstanceID(), 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)
{
if (InstanceFinder.ClientManager.Objects.Spawned.TryGetValue(playerObjectId, out var playerObject))
playerObject.transform.position = position;
else
GameLogger.LogWarning("Player not found");
}
public void UnloadScene()
{
// if (_stackedScenceHandle == 0)
// return;
// InstanceFinder.SceneManager.UnloadScene(_stackedScenceHandle);
// _stackedScenceHandle = 0;
}
}