Add StickGame Assets

This commit is contained in:
Dzejkobik007
2024-03-24 22:21:16 +01:00
parent 5a5812c0c7
commit 6c8b523d1f
6643 changed files with 596260 additions and 0 deletions

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using FishNet.Documenting;
using FishNet.Managing;
using FishNet.Object;
namespace FishNet.Utility.Extension
{
[APIExclude]
public static class NetworksFN
{
/// <summary>
/// Returns if logic could have potentially called already on server side, and is calling a second time for clientHost side.
/// </summary>
public static bool DoubleLogic(this NetworkObject nob, bool asServer) => (!asServer && nob.NetworkManager.IsServer);
/// <summary>
/// Returns if logic could have potentially called already on server side, and is calling a second time for clientHost side.
/// </summary>
public static bool DoubleLogic(this NetworkManager manager, bool asServer) => (!asServer && manager.IsServer);
/// <summary>
/// Returns if logic could have potentially called already on server side, and is calling a second time for clientHost side.
/// </summary>
public static bool DoubleLogic(this NetworkBehaviour nb, bool asServer) => (!asServer && nb.NetworkManager.IsServer);
}
}

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using FishNet.Object;
using GameKit.Utilities;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace FishNet.Utility.Extension
{
public static class Scenes
{
/// <summary>
/// Gets all NetworkObjects in a scene.
/// </summary>
/// <param name="s">Scene to get objects in.</param>
/// <param name="firstOnly">True to only return the first NetworkObject within an object chain. False will return nested NetworkObjects.</param>
/// <param name="cache">ListCache of found NetworkObjects.</param>
/// <returns></returns>
public static void GetSceneNetworkObjects(Scene s, bool firstOnly, ref List<NetworkObject> result)
{
List<NetworkObject> nobCacheA = CollectionCaches<NetworkObject>.RetrieveList();
List<NetworkObject> nobCacheB = CollectionCaches<NetworkObject>.RetrieveList();
List<GameObject> gameObjectCache = CollectionCaches<GameObject>.RetrieveList();
//Iterate all root objects for the scene.
s.GetRootGameObjects(gameObjectCache);
foreach (GameObject go in gameObjectCache)
{
//Get NetworkObjects within children of each root.
go.GetComponentsInChildren<NetworkObject>(true, nobCacheA);
//If network objects are found.
if (nobCacheA.Count > 0)
{
//Add only the first networkobject
if (firstOnly)
{
/* The easiest way to see if a nob is nested is to
* get nobs in parent and if the count is greater than 1, then
* it is nested. The technique used here isn't exactly fast but
* it will only occur during scene loads, so I'm trading off speed
* for effort and readability. */
foreach (NetworkObject nob in nobCacheA)
{
nob.GetComponentsInParent<NetworkObject>(true, nobCacheB);
//No extra nobs, only this one.
if (nobCacheB.Count == 1)
result.Add(nob);
}
}
//Not first only, add them all.
else
{
result.AddRange(nobCacheA);
}
}
}
}
}
}

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using FishNet.Documenting;
using FishNet.Object;
using UnityEngine;
namespace FishNet.Utility.Extension
{
[APIExclude]
public static class TransformFN
{
/// <summary>
/// Sets values of TransformProperties to a transforms world properties.
/// </summary>
public static TransformProperties GetWorldProperties(this Transform t)
{
TransformProperties tp = new TransformProperties(t.position, t.rotation, t.localScale);
return tp;
}
/// <summary>
/// Sets values of TransformPropertiesCls to a transforms world properties.
/// </summary>
public static void SetWorldProperties(this TransformPropertiesCls tp, Transform t)
{
tp.Position = t.position;
tp.Rotation = t.rotation;
tp.LocalScale = t.localScale;
}
/// <summary>
/// Sets the offset values of target from a transform.
/// </summary>
/// <param name="pos">Position offset result.</param>
/// <param name="rot">Rotation offset result.</param>
public static void SetTransformOffsets(this Transform t, Transform target, ref Vector3 pos, ref Quaternion rot)
{
if (target == null)
return;
pos = (target.position - t.position);
rot = (target.rotation * Quaternion.Inverse(t.rotation));
}
/// <summary>
/// Sets the offset values of target from a transform.
/// </summary>
/// <param name="pos">Position offset result.</param>
/// <param name="rot">Rotation offset result.</param>
public static TransformProperties GetTransformOffsets(this Transform t, Transform target)
{
if (target == null)
return default;
return new TransformProperties(
(target.position - t.position),
(target.rotation * Quaternion.Inverse(t.rotation)),
(target.localScale - t.localScale)
);
}
/// <summary>
/// Sets local position and rotation for a transform.
/// </summary>
public static void SetLocalPositionAndRotation(this Transform t, Vector3 pos, Quaternion rot)
{
t.localPosition = pos;
t.localRotation = rot;
}
/// <summary>
/// Sets local position, rotation, and scale for a transform.
/// </summary>
public static void SetLocalPositionRotationAndScale(this Transform t, Vector3 pos, Quaternion rot, Vector3 scale)
{
t.localPosition = pos;
t.localRotation = rot;
t.localScale = scale;
}
}
}

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