Add StickGame Assets
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#if UNITY_2020_3_OR_NEWER && UNITY_EDITOR_WIN
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using FishNet.CodeAnalysis.Annotations;
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#endif
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using FishNet.Component.ColliderRollback;
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using FishNet.Connection;
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using FishNet.Managing;
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using FishNet.Managing.Client;
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using FishNet.Managing.Observing;
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using FishNet.Managing.Predicting;
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using FishNet.Managing.Scened;
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using FishNet.Managing.Server;
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using FishNet.Managing.Timing;
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using FishNet.Managing.Transporting;
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using FishNet.Observing;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace FishNet.Object
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{
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public abstract partial class NetworkBehaviour : MonoBehaviour
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{
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/// <summary>
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/// True if the NetworkObject for this NetworkBehaviour is deinitializing.
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/// </summary>
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public bool IsDeinitializing => _networkObjectCache.IsDeinitializing;
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/// <summary>
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/// NetworkManager for this object.
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/// </summary>
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public NetworkManager NetworkManager => _networkObjectCache.NetworkManager;
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/// <summary>
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/// ServerManager for this object.
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/// </summary>
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public ServerManager ServerManager => _networkObjectCache.ServerManager;
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/// <summary>
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/// ClientManager for this object.
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/// </summary>
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public ClientManager ClientManager => _networkObjectCache.ClientManager;
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/// <summary>
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/// ObserverManager for this object.
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/// </summary>
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public ObserverManager ObserverManager => _networkObjectCache.ObserverManager;
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/// <summary>
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/// TransportManager for this object.
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/// </summary>
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public TransportManager TransportManager => _networkObjectCache.TransportManager;
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/// <summary>
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/// TimeManager for this object.
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/// </summary>
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public TimeManager TimeManager => _networkObjectCache.TimeManager;
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/// <summary>
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/// SceneManager for this object.
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/// </summary>
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public SceneManager SceneManager => _networkObjectCache.SceneManager;
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/// <summary>
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/// PredictionManager for this object.
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/// </summary>
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public PredictionManager PredictionManager => _networkObjectCache.PredictionManager;
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/// <summary>
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/// RollbackManager for this object.
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/// </summary>
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public RollbackManager RollbackManager => _networkObjectCache.RollbackManager;
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/// <summary>
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/// NetworkObserver on this object.
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/// </summary>
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public NetworkObserver NetworkObserver => _networkObjectCache.NetworkObserver;
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/// <summary>
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/// True if this object has been initialized on the client side.
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/// This is set true right before client start callbacks and after stop callbacks.
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/// </summary>
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public bool IsClientInitialized => _networkObjectCache.IsClientInitialized;
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/// <summary>
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/// True if the client is started and authenticated.
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/// </summary>
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public bool IsClient => _networkObjectCache.IsClient;
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/// <summary>
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/// True if only the client is started and authenticated.
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/// </summary>
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public bool IsClientOnly => _networkObjectCache.IsClientOnly;
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/// <summary>
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/// True if the client is started and authenticated. This will return true on clientHost even if the object has not initialized yet for the client.
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/// To check if this object has been initialized for the client use IsClientInitialized.
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/// </summary>C
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public bool IsServerInitialized => _networkObjectCache.IsServerInitialized;
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/// <summary>
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/// True if the server is started. This will return true on clientHost even if the object is being deinitialized on the server.
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/// To check if this object has been initialized for the server use IsServerInitialized.
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/// </summary>
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public bool IsServer => _networkObjectCache.IsServer;
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/// <summary>
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/// True if only the server is started.
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/// </summary>
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public bool IsServerOnly => _networkObjectCache.IsServerOnly;
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/// <summary>
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/// True if client and server are started.
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/// </summary>
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public bool IsHost => _networkObjectCache.IsHost;
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/// <summary>
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/// True if client nor server are started.
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/// </summary>
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public bool IsOffline => _networkObjectCache.IsOffline;
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/// <summary>
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/// True if the object will always initialize as a networked object. When false the object will not automatically initialize over the network. Using Spawn() on an object will always set that instance as networked.
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/// </summary>
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public bool IsNetworked => _networkObjectCache.IsNetworked;
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/// <summary>
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/// Observers for this NetworkBehaviour.
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/// </summary>
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public HashSet<NetworkConnection> Observers => _networkObjectCache.Observers;
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/// <summary>
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/// True if the local client is the owner of this object.
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/// This will only return true if IsClientInitialized is also true. You may check ownership status regardless of client initialized state by using Owner.IsLocalClient.
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/// </summary>
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#if UNITY_2020_3_OR_NEWER && UNITY_EDITOR_WIN
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[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartServer", "")]
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[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartNetwork", " Use base.Owner.IsLocalClient instead.")]
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[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Awake", "")]
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[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Start", "")]
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#endif
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public bool IsOwner => _networkObjectCache.IsOwner;
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/// <summary>
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/// Owner of this object.
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/// </summary>
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public NetworkConnection Owner
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{
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get
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{
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//Ensures a null Owner is never returned.
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if (_networkObjectCache == null)
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return FishNet.Managing.NetworkManager.EmptyConnection;
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return _networkObjectCache.Owner;
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}
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}
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/// <summary>
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/// ClientId for this NetworkObject owner.
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/// </summary>
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public int OwnerId => _networkObjectCache.OwnerId;
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/// <summary>
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/// Unique Id for this _networkObjectCache. This does not represent the object owner.
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/// </summary>
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public int ObjectId => _networkObjectCache.ObjectId;
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/// <summary>
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/// The local connection of the client calling this method.
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/// </summary>
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public NetworkConnection LocalConnection => _networkObjectCache.LocalConnection;
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/// <summary>
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/// Returns if a connection is the owner of this object.
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/// </summary>
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/// <param name="connection"></param>
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/// <returns></returns>
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public bool OwnerMatches(NetworkConnection connection)
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{
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return (_networkObjectCache.Owner == connection);
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}
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/// <summary>
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/// Despawns a GameObject. Only call from the server.
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/// </summary>
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/// <param name="go">GameObject to despawn.</param>
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/// <param name="despawnType">What happens to the object after being despawned.</param>
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public void Despawn(GameObject go, DespawnType? despawnType = null)
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{
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if (!IsNetworkObjectNull(true))
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_networkObjectCache.Despawn(go, despawnType);
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}
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/// <summary>
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/// Despawns a NetworkObject. Only call from the server.
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/// </summary>
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/// <param name="nob">NetworkObject to despawn.</param>
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/// <param name="despawnType">What happens to the object after being despawned.</param>
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public void Despawn(NetworkObject nob, DespawnType? despawnType = null)
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{
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if (!IsNetworkObjectNull(true))
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_networkObjectCache.Despawn(nob, despawnType);
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}
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/// <summary>
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/// Despawns this _networkObjectCache. Can only be called on the server.
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/// </summary>
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/// <param name="despawnType">What happens to the object after being despawned.</param>
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public void Despawn(DespawnType? despawnType = null)
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{
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if (!IsNetworkObjectNull(true))
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_networkObjectCache.Despawn(despawnType);
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}
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/// <summary>
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/// Spawns an object over the network. Can only be called on the server.
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/// </summary>
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/// <param name="go">GameObject instance to spawn.</param>
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/// <param name="ownerConnection">Connection to give ownership to.</param>
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public void Spawn(GameObject go, NetworkConnection ownerConnection = null, UnityEngine.SceneManagement.Scene scene = default)
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{
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if (IsNetworkObjectNull(true))
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return;
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_networkObjectCache.Spawn(go, ownerConnection, scene);
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}
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/// <summary>
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/// Spawns an object over the network. Can only be called on the server.
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/// </summary>
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/// <param name="nob">GameObject instance to spawn.</param>
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/// <param name="ownerConnection">Connection to give ownership to.</param>
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public void Spawn(NetworkObject nob, NetworkConnection ownerConnection = null, UnityEngine.SceneManagement.Scene scene = default)
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{
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if (IsNetworkObjectNull(true))
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return;
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_networkObjectCache.Spawn(nob, ownerConnection, scene);
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}
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/// <summary>
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/// Returns if NetworkObject is null.
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/// </summary>
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/// <param name="warn">True to throw a warning if null.</param>
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/// <returns></returns>
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private bool IsNetworkObjectNull(bool warn)
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{
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bool isNull = (_networkObjectCache == null);
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if (isNull && warn)
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NetworkManager.LogWarning($"NetworkObject is null. This can occur if this object is not spawned, or initialized yet.");
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return isNull;
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}
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/// <summary>
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/// Removes ownership from all clients.
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/// </summary>
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public void RemoveOwnership()
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{
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_networkObjectCache.GiveOwnership(null, true);
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}
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/// <summary>
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/// Gives ownership to newOwner.
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/// </summary>
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/// <param name="newOwner"></param>
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public void GiveOwnership(NetworkConnection newOwner)
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{
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_networkObjectCache.GiveOwnership(newOwner, true);
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}
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#region Registered components
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/// <summary>
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/// Invokes an action when a specified component becomes registered. Action will invoke immediately if already registered.
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/// </summary>
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/// <typeparam name="T">Component type.</typeparam>
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/// <param name="handler">Action to invoke.</param>
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public void RegisterInvokeOnInstance<T>(Action<UnityEngine.Component> handler) where T : UnityEngine.Component => _networkObjectCache.RegisterInvokeOnInstance<T>(handler);
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/// <summary>
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/// Removes an action to be invoked when a specified component becomes registered.
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/// </summary>
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/// <typeparam name="T">Component type.</typeparam>
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/// <param name="handler">Action to invoke.</param>
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public void UnregisterInvokeOnInstance<T>(Action<UnityEngine.Component> handler) where T : UnityEngine.Component => _networkObjectCache.UnregisterInvokeOnInstance<T>(handler);
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/// <summary>
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/// Returns class of type if found within CodegenBase classes.
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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public T GetInstance<T>() where T : UnityEngine.Component => _networkObjectCache.GetInstance<T>();
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/// <summary>
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/// Registers a new component to this NetworkManager.
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/// </summary>
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/// <typeparam name="T">Type to register.</typeparam>
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/// <param name="component">Reference of the component being registered.</param>
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/// <param name="replace">True to replace existing references.</param>
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public void RegisterInstance<T>(T component, bool replace = true) where T : UnityEngine.Component => _networkObjectCache.RegisterInstance<T>(component, replace);
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/// <summary>
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/// Tries to registers a new component to this NetworkManager.
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/// This will not register the instance if another already exists.
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/// </summary>
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/// <typeparam name="T">Type to register.</typeparam>
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/// <param name="component">Reference of the component being registered.</param>
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/// <returns>True if was able to register, false if an instance is already registered.</returns>
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public bool TryRegisterInstance<T>(T component) where T : UnityEngine.Component => _networkObjectCache.TryRegisterInstance<T>(component);
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/// <summary>
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/// Unregisters a component from this NetworkManager.
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/// </summary>
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/// <typeparam name="T">Type to unregister.</typeparam>
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public void UnregisterInstance<T>() where T : UnityEngine.Component => _networkObjectCache.UnregisterInstance<T>();
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#endregion
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}
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}
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