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