using FishNet.Object;
using GameKit.Utilities;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace FishNet.Utility.Extension
{
public static class Scenes
{
///
/// Gets all NetworkObjects in a scene.
///
/// Scene to get objects in.
/// True to only return the first NetworkObject within an object chain. False will return nested NetworkObjects.
/// ListCache of found NetworkObjects.
///
public static void GetSceneNetworkObjects(Scene s, bool firstOnly, ref List result)
{
List nobCacheA = CollectionCaches.RetrieveList();
List nobCacheB = CollectionCaches.RetrieveList();
List gameObjectCache = CollectionCaches.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(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(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);
}
}
}
}
}
}