internal static bool InvokeUnSpawnHandler(NetworkHash128 assetId, GameObject obj) { if (s_UnspawnHandlers.ContainsKey(assetId) && s_UnspawnHandlers[assetId] != null) { UnSpawnDelegate handler = s_UnspawnHandlers[assetId]; handler(obj); return(true); } return(false); }
/// <summary> /// This is an advanced spawning function that registers a custom assetId with the UNET spawning system. /// <para>This can be used to register custom spawning methods for an assetId - instead of the usual method of registering spawning methods for a prefab. This should be used when no prefab exists for the spawned objects - such as when they are constructed dynamically at runtime from configuration data.</para> /// </summary> /// <param name="assetId">Custom assetId string.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public void RegisterSpawnHandler(Guid assetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (logger.LogEnabled()) { logger.Log("RegisterSpawnHandler asset '" + assetId + "' " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); } spawnHandlers[assetId] = spawnHandler; unspawnHandlers[assetId] = unspawnHandler; }
/// <summary> /// Invokes the unspawn handler of an asset. /// </summary> /// <param name="assetIndex">Index of the asset.</param> /// <param name="obj">The object.</param> /// <returns></returns> public bool InvokeUnSpawnHandler(int assetIndex, GameObject obj) { if (_unspawnHandlers.ContainsKey(assetIndex) && _unspawnHandlers[assetIndex] != null) { UnSpawnDelegate handler = _unspawnHandlers[assetIndex]; handler(obj); return(true); } return(false); }
/// <summary> /// This is an advanced spawning function that registers a custom prefabHash with the UNET spawning system. /// <para>This can be used to register custom spawning methods for an prefabHash - instead of the usual method of registering spawning methods for a prefab. This should be used when no prefab exists for the spawned objects - such as when they are constructed dynamically at runtime from configuration data.</para> /// </summary> /// <param name="prefabHash"></param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public void RegisterSpawnHandler(int prefabHash, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (logger.LogEnabled()) { logger.Log("RegisterSpawnHandler asset '" + prefabHash + "' " + spawnHandler.Method.Name + "/" + unspawnHandler.Method.Name); } spawnHandlers[prefabHash] = spawnHandler; unspawnHandlers[prefabHash] = unspawnHandler; }
/// <summary> /// This is an advanced spawning function that registers a custom prefabHash with the UNET spawning system. /// <para>This can be used to register custom spawning methods for an prefabHash - instead of the usual method of registering spawning methods for a prefab. This should be used when no prefab exists for the spawned objects - such as when they are constructed dynamically at runtime from configuration data.</para> /// </summary> /// <param name="prefabHash"></param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public void RegisterSpawnHandler(int prefabHash, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (logger.LogEnabled()) { var spawnName = spawnHandler?.Method.Name ?? "<NULL>"; var unspawnName = unspawnHandler?.Method.Name ?? "<NULL>"; logger.Log($"RegisterSpawnHandler PrefabHash:'{prefabHash}' Spawn:{spawnName} UnSpawn:{unspawnName}"); } _spawnHandlers[prefabHash] = spawnHandler; _unspawnHandlers[prefabHash] = unspawnHandler; }
internal static void RegisterSpawnHandler(NetworkHash128 assetId, QSpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (spawnHandler == null || unspawnHandler == null) { Debug.LogError($"RegisterSpawnHandler custom spawn function null for {assetId}"); } else { spawnHandlers[assetId] = spawnHandler; unspawnHandlers[assetId] = unspawnHandler; } }
public static void RegisterSpawnHandler(Guid assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (spawnHandler == null || unspawnHandler == null) { Debug.LogError("RegisterSpawnHandler custom spawn function null for " + assetId); return; } if (LogFilter.Debug) { Debug.Log("RegisterSpawnHandler asset '" + assetId + "' " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); } spawnHandlers[assetId] = spawnHandler; unspawnHandlers[assetId] = unspawnHandler; }
/// <summary> /// This is an advanced spawning function that registers a custom assetId with the UNET spawning system. /// <para>This can be used to register custom spawning methods for an assetId - instead of the usual method of registering spawning methods for a prefab. This should be used when no prefab exists for the spawned objects - such as when they are constructed dynamically at runtime from configuration data.</para> /// </summary> /// <param name="assetId">Custom assetId string.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public void RegisterSpawnHandler(Guid assetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (spawnHandler == null || unspawnHandler == null) { throw new InvalidOperationException("RegisterSpawnHandler custom spawn function null for " + assetId); } if (logger.LogEnabled()) { logger.Log("RegisterSpawnHandler asset '" + assetId + "' " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); } spawnHandlers[assetId] = spawnHandler; unspawnHandlers[assetId] = unspawnHandler; }
/// <summary> /// Registers a prefab with the spawning system. /// <para>When a NetworkIdentity object is spawned on a server with NetworkServer.SpawnObject(), and the prefab that the object was created from was registered with RegisterPrefab(), the client will use that prefab to instantiate a corresponding client object with the same netId.</para> /// <para>The ClientObjectManager has a list of spawnable prefabs, it uses this function to register those prefabs with the ClientScene.</para> /// <para>The set of current spawnable object is available in the ClientScene static member variable ClientScene.prefabs, which is a dictionary of PrefabHash and prefab references.</para> /// </summary> /// <param name="identity">A Prefab that will be spawned.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public void RegisterPrefab(NetworkIdentity identity, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { var prefabHash = identity.PrefabHash; if (prefabHash == 0) { throw new InvalidOperationException("RegisterPrefab game object " + identity.name + " has no " + nameof(identity) + ". Use RegisterSpawnHandler() instead?"); } if (logger.LogEnabled()) { logger.Log("Registering custom prefab '" + identity.name + "' as asset:" + prefabHash + " " + spawnHandler.Method.Name + "/" + unspawnHandler.Method.Name); } _spawnHandlers[prefabHash] = spawnHandler; _unspawnHandlers[prefabHash] = unspawnHandler; }
/// <summary> /// Registers a spawn handler. /// </summary> /// <param name="assetIndex">Id of the asset.</param> /// <param name="spawnHandler">The spawn handler.</param> /// <param name="unspawnHandler">The unspawn handler.</param> public void RegisterSpawnHandler(int assetIndex, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (spawnHandler == null || unspawnHandler == null) { if (TinyNetLogLevel.logError) { TinyLogger.LogError("RegisterSpawnHandler custom spawn function null for " + assetIndex); } return; } if (TinyNetLogLevel.logDebug) { TinyLogger.Log("RegisterSpawnHandler asset '" + assetIndex + "' " + spawnHandler.Method.Name + "/" + unspawnHandler.Method.Name); } _spawnHandlers[assetIndex] = spawnHandler; _unspawnHandlers[assetIndex] = unspawnHandler; }
static internal void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (spawnHandler == null || unspawnHandler == null) { if (LogFilter.logError) { Debug.LogError("RegisterSpawnHandler custom spawn function null for " + assetId); } return; } if (LogFilter.logDebug) { Debug.Log("RegisterSpawnHandler asset '" + assetId + "' " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); } s_SpawnHandlers[assetId] = spawnHandler; s_UnspawnHandlers[assetId] = unspawnHandler; }
public void SpawnDelegate_AddsHandlerToSpawnHandlers() { int handlerCalled = 0; Guid guid = Guid.NewGuid(); SpawnDelegate spawnHandler = new SpawnDelegate((pos, rot) => { handlerCalled++; return(null); }); UnSpawnDelegate unspawnHandler = new UnSpawnDelegate(x => {}); ClientScene.RegisterSpawnHandler(guid, spawnHandler, unspawnHandler); Assert.IsTrue(spawnHandlers.ContainsKey(guid)); // check spawnHandler above is called SpawnHandlerDelegate handler = spawnHandlers[guid]; handler.Invoke(default);
/// <summary> /// This is an advanced spawning function that registers a custom assetId with the UNET spawning system. /// <para>This can be used to register custom spawning methods for an assetId - instead of the usual method of registering spawning methods for a prefab. This should be used when no prefab exists for the spawned objects - such as when they are constructed dynamically at runtime from configuration data.</para> /// </summary> /// <param name="assetId">Custom assetId string.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public static void RegisterSpawnHandler(Guid assetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (spawnHandler == null) { logger.LogError($"Can not Register null SpawnHandler for {assetId}"); return; } if (unspawnHandler == null) { logger.LogError($"Can not Register null UnSpawnHandler for {assetId}"); return; } if (assetId == Guid.Empty) { logger.LogError("Can not Register SpawnHandler for empty Guid"); return; } if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId)) { logger.LogWarning($"Replacing existing spawnHandlers for {assetId}"); } if (prefabs.ContainsKey(assetId)) { // this is error because SpawnPrefab checks prefabs before handler logger.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}'"); } if (logger.LogEnabled()) { logger.Log("RegisterSpawnHandler asset '" + assetId + "' " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); } spawnHandlers[assetId] = spawnHandler; unspawnHandlers[assetId] = unspawnHandler; }
public IEnumerator OnDestroySpawnHandlerTest() => UniTask.ToCoroutine(async() => { spawnDelegateTestCalled = 0; var guid = Guid.NewGuid(); var gameObject = new GameObject(); NetworkIdentity identity = gameObject.AddComponent <NetworkIdentity>(); identity.AssetId = guid; UnSpawnDelegate unspawnDelegate = Substitute.For <UnSpawnDelegate>(); clientObjectManager.RegisterSpawnHandler(guid, SpawnDelegateTest, unspawnDelegate); clientObjectManager.RegisterPrefab(identity, guid); serverObjectManager.SendSpawnMessage(identity, connectionToClient); await AsyncUtil.WaitUntilWithTimeout(() => spawnDelegateTestCalled != 0); clientObjectManager.OnObjectDestroy(new ObjectDestroyMessage { netId = identity.NetId }); unspawnDelegate.Received().Invoke(Arg.Any <NetworkIdentity>()); });
public IEnumerator OnDestroySpawnHandlerTest() => UniTask.ToCoroutine(async() => { spawnDelegateTestCalled = 0; int hash = Guid.NewGuid().GetHashCode(); var gameObject = new GameObject(); NetworkIdentity identity = gameObject.AddComponent <NetworkIdentity>(); identity.PrefabHash = hash; identity.NetId = (uint)Random.Range(0, int.MaxValue); UnSpawnDelegate unspawnDelegate = Substitute.For <UnSpawnDelegate>(); clientObjectManager.RegisterSpawnHandler(hash, SpawnDelegateTest, unspawnDelegate); clientObjectManager.RegisterPrefab(identity, hash); serverObjectManager.SendSpawnMessage(identity, serverPlayer); await AsyncUtil.WaitUntilWithTimeout(() => spawnDelegateTestCalled != 0); clientObjectManager.OnObjectDestroy(new ObjectDestroyMessage { netId = identity.NetId }); unspawnDelegate.Received().Invoke(Arg.Any <NetworkIdentity>()); });
protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload overload) { SpawnDelegate spawnHandler = new SpawnDelegate((x, y) => null); SpawnHandlerDelegate spawnHandlerDelegate = new SpawnHandlerDelegate(x => null); UnSpawnDelegate unspawnHandler = new UnSpawnDelegate(x => {}); switch (overload) { case RegisterPrefabOverload.Prefab: ClientScene.RegisterPrefab(prefab); break; case RegisterPrefabOverload.Prefab_NewAssetId: ClientScene.RegisterPrefab(prefab, anotherGuid); break; case RegisterPrefabOverload.Prefab_SpawnDelegate: ClientScene.RegisterPrefab(prefab, spawnHandler, unspawnHandler); break; case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId: ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandler, unspawnHandler); break; case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate: ClientScene.RegisterPrefab(prefab, spawnHandlerDelegate, unspawnHandler); break; case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId: ClientScene.RegisterPrefab(prefab, anotherGuid, spawnHandlerDelegate, unspawnHandler); break; default: Debug.LogError("Overload not found"); break; } }
internal static void RegisterPrefab(GameObject prefab, QSpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { var component = prefab.GetComponent <QNetworkIdentity>(); if (component == null) { Debug.LogError($"Could not register '{prefab.name}' since it contains no NetworkIdentity component"); } else if (spawnHandler == null || unspawnHandler == null) { Debug.LogError($"RegisterPrefab custom spawn function null for {component.AssetId}"); } else if (!component.AssetId.IsValid()) { Debug.LogError($"RegisterPrefab game object {prefab.name} has no prefab. Use RegisterSpawnHandler() instead?"); } else { spawnHandlers[component.AssetId] = spawnHandler; unspawnHandlers[component.AssetId] = unspawnHandler; } }
internal static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { NetworkIdentity component = prefab.GetComponent<NetworkIdentity>(); if ((Object) component == (Object) null) { if (!LogFilter.logError) return; Debug.LogError((object) ("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component")); } else if (spawnHandler == null || unspawnHandler == null) { if (!LogFilter.logError) return; Debug.LogError((object) ("RegisterPrefab custom spawn function null for " + (object) component.assetId)); } else if (!component.assetId.IsValid()) { if (!LogFilter.logError) return; Debug.LogError((object) ("RegisterPrefab game object " + prefab.name + " has no prefab. Use RegisterSpawnHandler() instead?")); } else { if (LogFilter.logDebug) Debug.Log((object) ("Registering custom prefab '" + prefab.name + "' as asset:" + (object) component.assetId + " " + spawnHandler.Method.Name + "/" + unspawnHandler.Method.Name)); NetworkScene.s_SpawnHandlers[component.assetId] = spawnHandler; NetworkScene.s_UnspawnHandlers[component.assetId] = unspawnHandler; } }
/// <summary> /// <para>This is an advanced spawning funciotn that registers a custom assetId with the UNET spawning system.</para> /// </summary> /// <param name="assetId">Custom assetId string.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public static void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { NetworkScene.RegisterSpawnHandler(assetId, spawnHandler, unspawnHandler); }
/// <summary> /// Registers a prefab with the spawning system. /// <para>When a NetworkIdentity object is spawned on a server with NetworkServer.SpawnObject(), and the prefab that the object was created from was registered with RegisterPrefab(), the client will use that prefab to instantiate a corresponding client object with the same netId.</para> /// <para>The NetworkManager has a list of spawnable prefabs, it uses this function to register those prefabs with the ClientScene.</para> /// <para>The set of current spawnable object is available in the ClientScene static member variable ClientScene.prefabs, which is a dictionary of NetworkAssetIds and prefab references.</para> /// </summary> /// <param name="prefab">A Prefab that will be spawned.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public void RegisterPrefab(GameObject prefab, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { NetworkIdentity identity = prefab.GetComponent <NetworkIdentity>(); if (identity == null) { throw new InvalidOperationException("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); } if (identity.AssetId == Guid.Empty) { throw new InvalidOperationException("RegisterPrefab game object " + prefab.name + " has no " + nameof(prefab) + ". Use RegisterSpawnHandler() instead?"); } if (logger.LogEnabled()) { logger.Log("Registering custom prefab '" + prefab.name + "' as asset:" + identity.AssetId + " " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); } spawnHandlers[identity.AssetId] = spawnHandler; unspawnHandlers[identity.AssetId] = unspawnHandler; }
internal static void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (spawnHandler == null || unspawnHandler == null) { if (!LogFilter.logError) return; Debug.LogError((object) ("RegisterSpawnHandler custom spawn function null for " + (object) assetId)); } else { if (LogFilter.logDebug) Debug.Log((object) ("RegisterSpawnHandler asset '" + (object) assetId + "' " + spawnHandler.Method.Name + "/" + unspawnHandler.Method.Name)); NetworkScene.s_SpawnHandlers[assetId] = spawnHandler; NetworkScene.s_UnspawnHandlers[assetId] = unspawnHandler; } }
/// <summary> /// This is an advanced spawning function that registers a custom assetId with the UNET spawning system. /// <para>This can be used to register custom spawning methods for an assetId - instead of the usual method of registering spawning methods for a prefab. This should be used when no prefab exists for the spawned objects - such as when they are constructed dynamically at runtime from configuration data.</para> /// </summary> /// <param name="assetId">Custom assetId string.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public static void RegisterSpawnHandler(Guid assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { RegisterSpawnHandler(assetId, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler); }
public static void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { NetworkScene.RegisterSpawnHandler(assetId, spawnHandler, unspawnHandler); }
/// <summary> /// Registers a prefab with the spawning system. /// <para>When a NetworkIdentity object is spawned on a server with NetworkServer.SpawnObject(), and the prefab that the object was created from was registered with RegisterPrefab(), the client will use that prefab to instantiate a corresponding client object with the same netId.</para> /// <para>The ClientObjectManager has a list of spawnable prefabs, it uses this function to register those prefabs with the ClientScene.</para> /// <para>The set of current spawnable object is available in the ClientScene static member variable ClientScene.prefabs, which is a dictionary of NetworkAssetIds and prefab references.</para> /// </summary> /// <param name="identity">A Prefab that will be spawned.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public void RegisterPrefab(NetworkIdentity identity, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (identity.AssetId == Guid.Empty) { throw new InvalidOperationException("RegisterPrefab game object " + identity.name + " has no " + nameof(identity) + ". Use RegisterSpawnHandler() instead?"); } if (logger.LogEnabled()) { logger.Log("Registering custom prefab '" + identity.name + "' as asset:" + identity.AssetId + " " + spawnHandler.Method.Name + "/" + unspawnHandler.Method.Name); } spawnHandlers[identity.AssetId] = spawnHandler; unspawnHandlers[identity.AssetId] = unspawnHandler; }
internal static void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if ((spawnHandler == null) || (unspawnHandler == null)) { if (LogFilter.logError) { Debug.LogError("RegisterSpawnHandler custom spawn function null for " + assetId); } } else { if (LogFilter.logDebug) { Debug.Log(string.Concat(new object[] { "RegisterSpawnHandler asset '", assetId, "' ", DotNetCompatibility.GetMethodName(spawnHandler), "/", DotNetCompatibility.GetMethodName(unspawnHandler) })); } s_SpawnHandlers[assetId] = spawnHandler; s_UnspawnHandlers[assetId] = unspawnHandler; } }
/// <summary> /// This is an advanced spawning function that registers a custom assetId with the UNET spawning system. /// <para>This can be used to register custom spawning methods for an assetId - instead of the usual method of registering spawning methods for a prefab. This should be used when no prefab exists for the spawned objects - such as when they are constructed dynamically at runtime from configuration data.</para> /// </summary> /// <param name="assetId">Custom assetId string.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public static void RegisterSpawnHandler(Guid assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { // We need this check here because we don't want a null handler in the lambda expression below if (spawnHandler == null) { logger.LogError($"Can not Register null SpawnHandler for {assetId}"); return; } RegisterSpawnHandler(assetId, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler); }
internal static void RegisterSpawnHandler(NetworkHash128 assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (spawnHandler == null || unspawnHandler == null) { if (LogFilter.logError) { Debug.LogError("RegisterSpawnHandler custom spawn function null for " + assetId); } return; } if (LogFilter.logDebug) { Debug.Log(string.Concat(new object[] { "RegisterSpawnHandler asset '", assetId, "' ", spawnHandler.Method.Name, "/", unspawnHandler.Method.Name })); } NetworkScene.s_SpawnHandlers[assetId] = spawnHandler; NetworkScene.s_UnspawnHandlers[assetId] = unspawnHandler; }
/// <summary> /// Registers a prefab with the spawning system. /// <para>When a NetworkIdentity object is spawned on a server with NetworkServer.SpawnObject(), and the prefab that the object was created from was registered with RegisterPrefab(), the client will use that prefab to instantiate a corresponding client object with the same netId.</para> /// <para>The NetworkManager has a list of spawnable prefabs, it uses this function to register those prefabs with the ClientScene.</para> /// <para>The set of current spawnable object is available in the ClientScene static member variable ClientScene.prefabs, which is a dictionary of NetworkAssetIds and prefab references.</para> /// </summary> /// <param name="prefab">A Prefab that will be spawned.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public static void RegisterPrefab(GameObject prefab, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (prefab == null) { logger.LogError("Could not register handler for prefab because the prefab was null"); return; } NetworkIdentity identity = prefab.GetComponent <NetworkIdentity>(); if (identity == null) { logger.LogError("Could not register handler for '" + prefab.name + "' since it contains no NetworkIdentity component"); return; } if (identity.sceneId != 0) { logger.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene."); return; } Guid assetId = identity.assetId; if (assetId == Guid.Empty) { logger.LogError($"Can not Register handler for '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead"); return; } if (spawnHandler == null) { logger.LogError($"Can not Register null SpawnHandler for {assetId}"); return; } if (unspawnHandler == null) { logger.LogError($"Can not Register null UnSpawnHandler for {assetId}"); return; } if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId)) { logger.LogWarning($"Replacing existing spawnHandlers for prefab '{prefab.name}' with assetId '{assetId}'"); } if (prefabs.ContainsKey(assetId)) { // this is error because SpawnPrefab checks prefabs before handler logger.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}', unregister the prefab first before trying to add handler"); } NetworkIdentity[] identities = prefab.GetComponentsInChildren <NetworkIdentity>(); if (identities.Length > 1) { logger.LogWarning($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object."); } if (logger.LogEnabled()) { logger.Log("Registering custom prefab '" + prefab.name + "' as asset:" + assetId + " " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); } spawnHandlers[assetId] = spawnHandler; unspawnHandlers[assetId] = unspawnHandler; }
/// <summary> /// <para>Registers a prefab with the UNET spawning system.</para> /// </summary> /// <param name="prefab">A Prefab that will be spawned.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> /// <param name="newAssetId">An assetId to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id.</param> public static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { NetworkScene.RegisterPrefab(prefab, spawnHandler, unspawnHandler); }
internal static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { NetworkIdentity component = prefab.GetComponent<NetworkIdentity>(); if (component == null) { if (LogFilter.logError) { Debug.LogError("Could not register '" + prefab.get_name() + "' since it contains no NetworkIdentity component"); } return; } if (spawnHandler == null || unspawnHandler == null) { if (LogFilter.logError) { Debug.LogError("RegisterPrefab custom spawn function null for " + component.assetId); } return; } if (!component.assetId.IsValid()) { if (LogFilter.logError) { Debug.LogError("RegisterPrefab game object " + prefab.get_name() + " has no prefab. Use RegisterSpawnHandler() instead?"); } return; } if (LogFilter.logDebug) { Debug.Log(string.Concat(new object[] { "Registering custom prefab '", prefab.get_name(), "' as asset:", component.assetId, " ", spawnHandler.Method.Name, "/", unspawnHandler.Method.Name })); } NetworkScene.s_SpawnHandlers[component.assetId] = spawnHandler; NetworkScene.s_UnspawnHandlers[component.assetId] = unspawnHandler; }
/// <summary> /// Registers a prefab with the spawning system. /// <para>When a NetworkIdentity object is spawned on a server with NetworkServer.SpawnObject(), and the prefab that the object was created from was registered with RegisterPrefab(), the client will use that prefab to instantiate a corresponding client object with the same netId.</para> /// <para>The NetworkManager has a list of spawnable prefabs, it uses this function to register those prefabs with the ClientScene.</para> /// <para>The set of current spawnable object is available in the ClientScene static member variable ClientScene.prefabs, which is a dictionary of NetworkAssetIds and prefab references.</para> /// </summary> /// <param name="prefab">A Prefab that will be spawned.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { RegisterPrefab(prefab, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler); }
internal static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { NetworkIdentity component = prefab.GetComponent<NetworkIdentity>(); if (component == null) { if (LogFilter.logError) { Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); } } else if ((spawnHandler == null) || (unspawnHandler == null)) { if (LogFilter.logError) { Debug.LogError("RegisterPrefab custom spawn function null for " + component.assetId); } } else if (!component.assetId.IsValid()) { if (LogFilter.logError) { Debug.LogError("RegisterPrefab game object " + prefab.name + " has no prefab. Use RegisterSpawnHandler() instead?"); } } else { if (LogFilter.logDebug) { Debug.Log(string.Concat(new object[] { "Registering custom prefab '", prefab.name, "' as asset:", component.assetId, " ", DotNetCompatibility.GetMethodName(spawnHandler), "/", DotNetCompatibility.GetMethodName(unspawnHandler) })); } s_SpawnHandlers[component.assetId] = spawnHandler; s_UnspawnHandlers[component.assetId] = unspawnHandler; } }
/// <summary> /// Registers a prefab with the spawning system. /// <para>When a NetworkIdentity object is spawned on a server with NetworkServer.SpawnObject(), and the prefab that the object was created from was registered with RegisterPrefab(), the client will use that prefab to instantiate a corresponding client object with the same netId.</para> /// <para>The NetworkManager has a list of spawnable prefabs, it uses this function to register those prefabs with the ClientScene.</para> /// <para>The set of current spawnable object is available in the ClientScene static member variable ClientScene.prefabs, which is a dictionary of NetworkAssetIds and prefab references.</para> /// </summary> /// <param name="prefab">A Prefab that will be spawned.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public static void RegisterPrefab(GameObject prefab, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { NetworkIdentity identity = prefab.GetComponent <NetworkIdentity>(); if (identity == null) { Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component"); return; } if (spawnHandler == null || unspawnHandler == null) { Debug.LogError("RegisterPrefab custom spawn function null for " + identity.assetId); return; } if (identity.assetId == Guid.Empty) { Debug.LogError("RegisterPrefab game object " + prefab.name + " has no prefab. Use RegisterSpawnHandler() instead?"); return; } if (LogFilter.Debug) { Debug.Log("Registering custom prefab '" + prefab.name + "' as asset:" + identity.assetId + " " + spawnHandler.GetMethodName() + "/" + unspawnHandler.GetMethodName()); } spawnHandlers[identity.assetId] = spawnHandler; unspawnHandlers[identity.assetId] = unspawnHandler; }
public static void RegisterSpawnHandler(Guid assetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) => NetworkClient.RegisterSpawnHandler(assetId, spawnHandler, unspawnHandler);
public static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { NetworkScene.RegisterPrefab(prefab, spawnHandler, unspawnHandler); }
public static void RegisterPrefab(GameObject prefab, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) => NetworkClient.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
/// <summary> /// Registers a prefab with the spawning system. /// <para>When a NetworkIdentity object is spawned on a server with NetworkServer.SpawnObject(), and the prefab that the object was created from was registered with RegisterPrefab(), the client will use that prefab to instantiate a corresponding client object with the same netId.</para> /// <para>The NetworkManager has a list of spawnable prefabs, it uses this function to register those prefabs with the ClientScene.</para> /// <para>The set of current spawnable object is available in the ClientScene static member variable ClientScene.prefabs, which is a dictionary of NetworkAssetIds and prefab references.</para> /// </summary> /// <param name="prefab">A Prefab that will be spawned.</param> /// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param> /// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param> public static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) { if (prefab == null) { logger.LogError("Could not register handler for prefab because the prefab was null"); return; } NetworkIdentity identity = prefab.GetComponent <NetworkIdentity>(); if (identity == null) { logger.LogError("Could not register handler for '" + prefab.name + "' since it contains no NetworkIdentity component"); return; } if (identity.sceneId != 0) { logger.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene."); return; } Guid assetId = identity.assetId; if (assetId == Guid.Empty) { logger.LogError($"Can not Register handler for '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead"); return; } // We need this check here because we don't want a null handler in the lambda expression below if (spawnHandler == null) { logger.LogError($"Can not Register null SpawnHandler for {assetId}"); return; } RegisterPrefab(prefab, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler); }
protected void CallRegisterPrefab(GameObject prefab, RegisterPrefabOverload overload, UnSpawnDelegate unspawnHandler) { SpawnDelegate spawnHandler = new SpawnDelegate((x, y) => null); SpawnHandlerDelegate spawnHandlerDelegate = new SpawnHandlerDelegate(x => null); switch (overload) { case RegisterPrefabOverload.Prefab_SpawnDelegate: NetworkClient.RegisterPrefab(prefab, spawnHandler, unspawnHandler); break; case RegisterPrefabOverload.Prefab_SpawnDelegate_NewAssetId: NetworkClient.RegisterPrefab(prefab, anotherGuid, spawnHandler, unspawnHandler); break; case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate: NetworkClient.RegisterPrefab(prefab, spawnHandlerDelegate, unspawnHandler); break; case RegisterPrefabOverload.Prefab_SpawnHandlerDelegate_NewAssetId: NetworkClient.RegisterPrefab(prefab, anotherGuid, spawnHandlerDelegate, unspawnHandler); break; case RegisterPrefabOverload.Prefab: case RegisterPrefabOverload.Prefab_NewAssetId: Debug.LogError("Overload did not have UnSpawnDelegate parameter"); break; default: Debug.LogError("Overload not found"); break; } }