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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="OnClickDestroy.cs" company="Exit Games GmbH">
// Part of: Photon Unity Utilities
// </copyright>
// <summary>A compact script for prototyping.</summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
namespace Photon.Pun.UtilityScripts
{
using System.Collections;
using UnityEngine;
using UnityEngine.EventSystems;
/// <summary>
/// Destroys the networked GameObject either by PhotonNetwork.Destroy or by sending an RPC which calls Object.Destroy().
/// </summary>
/// <remarks>
/// Using an RPC to Destroy a GameObject is typically a bad idea.
/// It allows any player to Destroy a GameObject and may cause errors.
///
/// A client has to clean up the server's event-cache, which contains events for Instantiate and
/// buffered RPCs related to the GO.
///
/// A buffered RPC gets cleaned up when the sending player leaves the room, so players joining later
/// won't get those buffered RPCs. This in turn, may mean they don't destroy the GO due to coming later.
///
/// Vice versa, a GameObject Instantiate might get cleaned up when the creating player leaves a room.
/// This way, the GameObject that a RPC targets might become lost.
///
/// It makes sense to test those cases. Many are not breaking errors and you just have to be aware of them.
///
///
/// Gets OnClick() calls by Unity's IPointerClickHandler. Needs a PhysicsRaycaster on the camera.
/// See: https://docs.unity3d.com/ScriptReference/EventSystems.IPointerClickHandler.html
/// </remarks>
public class OnClickDestroy : MonoBehaviourPun, IPointerClickHandler
{
public PointerEventData.InputButton Button;
public KeyCode ModifierKey;
public bool DestroyByRpc;
void IPointerClickHandler.OnPointerClick(PointerEventData eventData)
{
if (!PhotonNetwork.InRoom || (this.ModifierKey != KeyCode.None && !Input.GetKey(this.ModifierKey)) || eventData.button != this.Button )
{
return;
}
if (this.DestroyByRpc)
{
this.photonView.RPC("DestroyRpc", RpcTarget.AllBuffered);
}
else
{
PhotonNetwork.Destroy(this.gameObject);
}
}
[PunRPC]
public IEnumerator DestroyRpc()
{
Destroy(this.gameObject);
yield return 0; // if you allow 1 frame to pass, the object's OnDestroy() method gets called and cleans up references.
}
}
}