Exemple #1
0
    }    // ValidatePreFlightCheckOnGameObject

    /// <summary>
    /// Sanitizes the game object and check photonView observing fsm, else complain.
    /// If photonView there, will insert PlayMakerPhotonView inbetween.
    /// </summary>
    /// <param name='go'>
    /// Go.
    /// </param>
    public void SanitizeGameObject(GameObject go)
    {
        if (go == null)
        {
            return;
        }

        PhotonView[] allPhotonViews = go.GetComponentsInChildren <PhotonView>();

        // now make sure all fsm with network synchronized variable have a photonView attached
        List <PlayMakerFSM> fsmsToObserve = GetFsmsWithNetworkSynchedVariables(go);

        Debug.Log("found fsm to observe : " + fsmsToObserve.Count);
        foreach (PlayMakerFSM fsm in fsmsToObserve)
        {
            bool ok = false;
            foreach (PhotonView photonView in allPhotonViews)
            {
                if (photonView.observed == fsm)
                {
                    ok = true;
                    break;
                }
            }

            if (!ok)
            {
                Debug.LogError(
                    string.Format(
                        "Fsm component '{0}' on gameObject '{1}' has variable checked for network synching, but no PhotonView component is observing this fsm",
                        fsm.name,
                        fsm.gameObject.name)
                    );
            }
        }

        // now inject PlayMakerPhotonView where required.
        foreach (PhotonView photonView in allPhotonViews)
        {
            Debug.Log(" photon view observing : " + photonView.observed + " " + photonView.viewID);

            if (photonView.observed is PlayMakerFSM)
            {
                PlayMakerFSM        fsm        = (PlayMakerFSM)photonView.observed;
                PlayMakerPhotonView synchProxy = photonView.gameObject.AddComponent <PlayMakerPhotonView>();
                Debug.Log("switching observed");
                synchProxy.observed = fsm;

                photonView.observed = synchProxy;
            }
        }
    }    // SanitizeGameObject
Exemple #2
0
        }// ValidatePreFlightCheckOnGameObject

        /// <summary>
        /// Sanitizes the game object and check photonView observing fsm, else complain.
        /// If photonView there, will insert PlayMakerPhotonView inbetween.
        /// </summary>
        /// <param name='go'>
        /// Go.
        /// </param>
        public void SanitizeGameObject(GameObject go)
        {
            if (go == null)
            {
                return;
            }

            PhotonView[] allPhotonViews = go.GetComponentsInChildren <PhotonView>();

            // now make sure all fsm with network synchronized variable have a photonView attached
            List <PlayMakerFSM> fsmsToObserve = GetFsmsWithNetworkSynchedVariables(go);

            Debug.Log("found fsm to observe : " + fsmsToObserve.Count);
            foreach (PlayMakerFSM fsm in fsmsToObserve)
            {
                bool ok = false;
                foreach (PhotonView _photonView in allPhotonViews)
                {
                    foreach (Component _comp in _photonView.ObservedComponents)
                    {
                        if (_comp == fsm)
                        {
                            ok = true;
                            break;
                        }
                    }
                }

                if (!ok)
                {
                    Debug.LogError(
                        string.Format(
                            "Fsm component '{0}' on gameObject '{1}' has variable checked for network synching, but no PhotonView component is observing this fsm",
                            fsm.name,
                            fsm.gameObject.name)
                        );
                }
            }

            // now inject PlayMakerPhotonView where required.
            foreach (PhotonView _photonView in allPhotonViews)
            {
                Debug.Log(" photon view observing : " + _photonView.ObservedComponents.ToStringFull() + " " + _photonView.ViewID);

                Component _comp_i;
                for (int i = 0; i < _photonView.ObservedComponents.Count; i++)
                {
                    _comp_i = _photonView.ObservedComponents[i];

                    if (_comp_i is PlayMakerFSM)
                    {
                        PlayMakerFSM        fsm        = (PlayMakerFSM)_comp_i;
                        PlayMakerPhotonView synchProxy = _photonView.gameObject.AddComponent <PlayMakerPhotonView>();
                        Debug.Log("switching observed <" + i + ">");
                        synchProxy.observed = fsm;

                        _photonView.ObservedComponents[i] = synchProxy;
                    }

                    i++;
                }

                Debug.Log(" photon view observing job done : " + _photonView.ObservedComponents.ToStringFull() + " " + _photonView.ViewID);
            }
        }// SanitizeGameObject