public override void OnInspectorGUI() { this.m_Target = (PhotonView)target; bool isProjectPrefab = EditorUtility.IsPersistent(this.m_Target.gameObject); if (this.m_Target.ObservedComponents == null) { this.m_Target.ObservedComponents = new System.Collections.Generic.List <Component>(); } if (this.m_Target.ObservedComponents.Count == 0) { this.m_Target.ObservedComponents.Add(null); } EditorGUILayout.BeginHorizontal(); // Owner if (isProjectPrefab) { EditorGUILayout.LabelField("Owner:", "Set at runtime"); } else if (!this.m_Target.isOwnerActive) { EditorGUILayout.LabelField("Owner", "Scene"); } else { PhotonPlayer owner = this.m_Target.owner; string ownerInfo = (owner != null) ? owner.NickName : "<no PhotonPlayer found>"; if (string.IsNullOrEmpty(ownerInfo)) { ownerInfo = "<no playername set>"; } EditorGUILayout.LabelField("Owner", "[" + this.m_Target.ownerId + "] " + ownerInfo); } // ownership requests EditorGUI.BeginDisabledGroup(Application.isPlaying); OwnershipOption own = (OwnershipOption)EditorGUILayout.EnumPopup(this.m_Target.ownershipTransfer, GUILayout.Width(100)); if (own != this.m_Target.ownershipTransfer) { // jf: fixed 5 and up prefab not accepting changes if you quit Unity straight after change. // not touching the define nor the rest of the code to avoid bringing more problem than solving. EditorUtility.SetDirty(this.m_Target); Undo.RecordObject(this.m_Target, "Change PhotonView Ownership Transfer"); this.m_Target.ownershipTransfer = own; } EditorGUI.EndDisabledGroup(); EditorGUILayout.EndHorizontal(); // View ID if (isProjectPrefab) { EditorGUILayout.LabelField("View ID", "Set at runtime"); } else if (EditorApplication.isPlaying) { EditorGUILayout.LabelField("View ID", this.m_Target.viewID.ToString()); } else { int idValue = EditorGUILayout.IntField("View ID [1.." + (PhotonNetworkManager.MAX_VIEW_IDS - 1) + "]", this.m_Target.viewID); if (this.m_Target.viewID != idValue) { Undo.RecordObject(this.m_Target, "Change PhotonView viewID"); this.m_Target.viewID = idValue; } } // Locally Controlled if (EditorApplication.isPlaying) { string masterClientHint = PhotonNetworkManager.isMasterClient ? "(master)" : ""; EditorGUILayout.Toggle("Controlled locally: " + masterClientHint, this.m_Target.isMine); } // ViewSynchronization (reliability) if (this.m_Target.synchronization == ViewSynchronization.Off) { GUI.color = Color.grey; } EditorGUILayout.PropertyField(serializedObject.FindProperty("synchronization"), new GUIContent("Observe option:")); if (this.m_Target.synchronization != ViewSynchronization.Off && this.m_Target.ObservedComponents.FindAll(item => item != null).Count == 0) { GUILayout.BeginVertical(GUI.skin.box); GUILayout.Label("Warning", EditorStyles.boldLabel); GUILayout.Label("Setting the synchronization option only makes sense if you observe something."); GUILayout.EndVertical(); } DrawSpecificTypeSerializationOptions(); GUI.color = Color.white; DrawObservedComponentsList(); // Cleanup: save and fix look if (GUI.changed) { #if !UNITY_MIN_5_3 EditorUtility.SetDirty(this.m_Target); #endif PhotonViewHandler.HierarchyChange(); // TODO: check if needed } GUI.color = Color.white; #if !UNITY_MIN_5_3 EditorGUIUtility.LookLikeControls(); #endif }
public static void RunConversion() { //Ask if user has made a backup. int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder"); switch (option) { case 0: break; case 1: return; case 2: PickFolderAndConvertScripts(); return; default: return; } //REAAAALY? bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort"); if (!result) { return; } Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon"); //Ask to save current scene (optional) EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0); //Convert NetworkViews to PhotonViews in Project prefabs //Ask the user if we can move all prefabs to a resources folder bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No"); string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories); foreach (string prefab in prefabs) { EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f); Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab); int converted = 0; foreach (Object obj in objs) { if (obj != null && obj.GetType() == typeof(GameObject)) { converted += ConvertNetworkView(((GameObject)obj).GetComponents <NetworkView>(), false); } } if (movePrefabs && converted > 0) { //This prefab needs to be under the root of a Resources folder! string path = prefab.Replace("\\", "/"); int lastSlash = path.LastIndexOf("/"); int resourcesIndex = path.LastIndexOf("/Resources/"); if (resourcesIndex != lastSlash - 10) { if (path.Contains("/Resources/")) { Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!"); } //This prefab NEEDS to be placed under a resources folder string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/"; EnsureFolder(resourcesFolder); string newPath = resourcesFolder + path.Substring(lastSlash + 1); string error = AssetDatabase.MoveAsset(prefab, newPath); if (error != "") { Debug.LogError(error); } Output("Fixed prefab [" + prefab + "] by moving it into a resources folder."); } } } //Convert NetworkViews to PhotonViews in scenes string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories); foreach (string sceneName in sceneFiles) { EditorSceneManager.OpenScene(sceneName); EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f); int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true); if (converted2 > 0) { //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case PhotonViewHandler.HierarchyChange(); Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName); EditorSceneManager.SaveOpenScenes(); } } //Convert C#/JS scripts (API stuff) List <string> scripts = GetScriptsInFolder("Assets"); EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f); ConvertScripts(scripts); Output(EditorApplication.timeSinceStartup + " Completed conversion!"); EditorUtility.ClearProgressBar(); EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK"); }
public override void OnInspectorGUI() { EditorGUIUtility.LookLikeInspector(); EditorGUI.indentLevel = 1; PhotonView mp = (PhotonView)this.target; bool isProjectPrefab = EditorUtility.IsPersistent(mp.gameObject); // Owner if (isProjectPrefab) { EditorGUILayout.LabelField("Owner:", "Set at runtime"); } else if (mp.isSceneView) { EditorGUILayout.LabelField("Owner:", "Scene"); } else { PhotonPlayer owner = mp.owner; string ownerInfo = (owner != null) ? owner.name : "<no PhotonPlayer found>"; if (string.IsNullOrEmpty(ownerInfo)) { ownerInfo = "<no playername set>"; } EditorGUILayout.LabelField("Owner:", "[" + mp.ownerId + "] " + ownerInfo); } // View ID if (isProjectPrefab) { EditorGUILayout.LabelField("View ID", "Set at runtime"); } else if (EditorApplication.isPlaying) { EditorGUILayout.LabelField("View ID", mp.viewID.ToString()); } else { int idValue = EditorGUILayout.IntField("View ID [0.." + (PhotonNetwork.MAX_VIEW_IDS - 1) + "]", mp.viewID); mp.viewID = idValue; } // Locally Controlled if (EditorApplication.isPlaying) { string masterClientHint = PhotonNetwork.isMasterClient ? "(master)" : ""; EditorGUILayout.Toggle("Controlled locally: " + masterClientHint, mp.isMine); } // Observed Item EditorGUILayout.BeginHorizontal(); // Using a lower version then 3.4? Remove the TRUE in the next line to fix an compile error string typeOfObserved = string.Empty; if (mp.observed != null) { int firstBracketPos = mp.observed.ToString().LastIndexOf('('); if (firstBracketPos > 0) { typeOfObserved = mp.observed.ToString().Substring(firstBracketPos); } } Component componenValue = (Component)EditorGUILayout.ObjectField("Observe: " + typeOfObserved, mp.observed, typeof(Component), true); if (mp.observed != componenValue) { if (mp.observed == null) { mp.synchronization = ViewSynchronization.Unreliable; // if we didn't observe anything before, we could observe unreliably now } if (componenValue == null) { mp.synchronization = ViewSynchronization.Off; } mp.observed = componenValue; } EditorGUILayout.EndHorizontal(); // ViewSynchronization (reliability) if (mp.synchronization == ViewSynchronization.Off) { GUI.color = Color.grey; } ViewSynchronization vsValue = (ViewSynchronization)EditorGUILayout.EnumPopup("Observe option:", mp.synchronization); if (vsValue != mp.synchronization) { mp.synchronization = vsValue; if (mp.synchronization != ViewSynchronization.Off && mp.observed == null) { EditorUtility.DisplayDialog("Warning", "Setting the synchronization option only makes sense if you observe something.", "OK, I will fix it."); } } // Serialization // show serialization options only if something is observed if (mp.observed != null) { Type type = mp.observed.GetType(); if (type == typeof(Transform)) { mp.onSerializeTransformOption = (OnSerializeTransform)EditorGUILayout.EnumPopup("Serialization:", mp.onSerializeTransformOption); } else if (type == typeof(Rigidbody)) { mp.onSerializeRigidBodyOption = (OnSerializeRigidBody)EditorGUILayout.EnumPopup("Serialization:", mp.onSerializeRigidBodyOption); } } // Cleanup: save and fix look if (GUI.changed) { EditorUtility.SetDirty(mp); PhotonViewHandler.HierarchyChange(); // TODO: check if needed } GUI.color = Color.white; EditorGUIUtility.LookLikeControls(); }
// this method corrects the IDs for photonviews in the scene and in prefabs // make sure prefabs always use viewID 0 // make sure instances never use a owner // this is a editor class that should only run if not playing internal static void HierarchyChange() { if (Application.isPlaying) { //Debug.Log("HierarchyChange ignored, while running."); CheckSceneForStuckHandlers = true; // done once AFTER play mode. return; } if (CheckSceneForStuckHandlers) { CheckSceneForStuckHandlers = false; PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck(); } HashSet <PhotonView> pvInstances = new HashSet <PhotonView>(); HashSet <int> usedInstanceViewNumbers = new HashSet <int>(); bool fixedSomeId = false; //// the following code would be an option if we only checked scene objects (but we can check all PVs) //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[]; //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length); string levelName = SceneManagerHelper.ActiveSceneName; #if UNITY_EDITOR levelName = SceneManagerHelper.EditorActiveSceneName; #endif int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName); //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene); PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[]; foreach (PhotonView view in pvObjects) { // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!) if (EditorUtility.IsPersistent(view.gameObject)) { if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1) { Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view); view.viewID = 0; view.prefixBackup = -1; view.instantiationId = -1; EditorUtility.SetDirty(view); // even in Unity 5.3+ it's OK to SetDirty() for non-scene objects. fixedSomeId = true; } } else { // keep all scene-instanced PVs for later re-check pvInstances.Add(view); } } Dictionary <GameObject, int> idPerObject = new Dictionary <GameObject, int>(); // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab) // scene-PVs must have user == 0 (scene/room) and a subId != 0 foreach (PhotonView view in pvInstances) { if (view.ownerId > 0) { Debug.Log("Re-Setting Owner ID of: " + view); } view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0) view.prefix = -1; // TODO: prefix could be settable via inspector per scene?! if (view.viewID != 0) { if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID)) { view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass } else { usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs int instId = 0; if (idPerObject.TryGetValue(view.gameObject, out instId)) { view.instantiationId = instId; } else { view.instantiationId = view.viewID; idPerObject[view.gameObject] = view.instantiationId; } } } } // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0) int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0; foreach (PhotonView view in pvInstances) { if (view.viewID == 0) { Undo.RecordObject(view, "Automatic viewID change for: " + view.gameObject.name); // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view)); int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers); view.viewID = nextViewId; int instId = 0; if (idPerObject.TryGetValue(view.gameObject, out instId)) { view.instantiationId = instId; } else { view.instantiationId = view.viewID; idPerObject[view.gameObject] = nextViewId; } lastUsedId = nextViewId; fixedSomeId = true; #if !UNITY_MIN_5_3 EditorUtility.SetDirty(view); #endif } } if (fixedSomeId) { //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games } }
public override void OnInspectorGUI() { m_Target = (PhotonView)this.target; bool isProjectPrefab = EditorUtility.IsPersistent(m_Target.gameObject); if (m_Target.ObservedComponents == null) { m_Target.ObservedComponents = new System.Collections.Generic.List <Component>(); } if (m_Target.ObservedComponents.Count == 0) { m_Target.ObservedComponents.Add(null); } EditorGUILayout.BeginHorizontal(); // Owner if (isProjectPrefab) { EditorGUILayout.LabelField("Owner:", "Set at runtime"); } else if (m_Target.isSceneView) { EditorGUILayout.LabelField("Owner", "Scene"); } else { PhotonPlayer owner = m_Target.owner; string ownerInfo = (owner != null) ? owner.name : "<no PhotonPlayer found>"; if (string.IsNullOrEmpty(ownerInfo)) { ownerInfo = "<no playername set>"; } EditorGUILayout.LabelField("Owner", "[" + m_Target.ownerId + "] " + ownerInfo); } // ownership requests EditorGUI.BeginDisabledGroup(Application.isPlaying); m_Target.ownershipTransfer = (OwnershipOption)EditorGUILayout.EnumPopup(m_Target.ownershipTransfer, GUILayout.Width(100)); EditorGUI.EndDisabledGroup(); EditorGUILayout.EndHorizontal(); // View ID if (isProjectPrefab) { EditorGUILayout.LabelField("View ID", "Set at runtime"); } else if (EditorApplication.isPlaying) { EditorGUILayout.LabelField("View ID", m_Target.viewID.ToString()); } else { int idValue = EditorGUILayout.IntField("View ID [1.." + (PhotonNetwork.MAX_VIEW_IDS - 1) + "]", m_Target.viewID); m_Target.viewID = idValue; } // Locally Controlled if (EditorApplication.isPlaying) { string masterClientHint = PhotonNetwork.isMasterClient ? "(master)" : ""; EditorGUILayout.Toggle("Controlled locally: " + masterClientHint, m_Target.isMine); } //DrawOldObservedItem(); this.ConvertOldObservedItemToObservedList(); // ViewSynchronization (reliability) if (m_Target.synchronization == ViewSynchronization.Off) { GUI.color = Color.grey; } EditorGUILayout.PropertyField(serializedObject.FindProperty("synchronization"), new GUIContent("Observe option:")); if (m_Target.synchronization != ViewSynchronization.Off && m_Target.ObservedComponents.FindAll(item => item != null).Count == 0) { GUILayout.BeginVertical(GUI.skin.box); GUILayout.Label("Warning", EditorStyles.boldLabel); GUILayout.Label("Setting the synchronization option only makes sense if you observe something."); GUILayout.EndVertical(); } /*ViewSynchronization vsValue = (ViewSynchronization)EditorGUILayout.EnumPopup("Observe option:", m_Target.synchronization); * if (vsValue != m_Target.synchronization) * { * m_Target.synchronization = vsValue; * if (m_Target.synchronization != ViewSynchronization.Off && m_Target.observed == null) * { * EditorUtility.DisplayDialog("Warning", "Setting the synchronization option only makes sense if you observe something.", "OK, I will fix it."); * } * }*/ DrawSpecificTypeSerializationOptions(); GUI.color = Color.white; DrawObservedComponentsList(); // Cleanup: save and fix look if (GUI.changed) { EditorUtility.SetDirty(m_Target); PhotonViewHandler.HierarchyChange(); // TODO: check if needed } GUI.color = Color.white; #if !UNITY_MIN_5_3 EditorGUIUtility.LookLikeControls(); #endif }