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451 lines
16 KiB
451 lines
16 KiB
2 years ago
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="OnJoinedInstantiate.cs" company="Exit Games GmbH">
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// Part of: Photon Unity Utilities,
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// </copyright>
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// <summary>
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// This component will instantiate a network GameObject when a room is joined
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// </summary>
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// <author>developer@exitgames.com</author>
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// --------------------------------------------------------------------------------------------------------------------
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Photon.Realtime;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Photon.Pun.UtilityScripts
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{
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/// <summary>
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/// This component will instantiate a network GameObject when a room is joined
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/// </summary>
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public class OnJoinedInstantiate : MonoBehaviour
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, IMatchmakingCallbacks
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{
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public enum SpawnSequence { Connection, Random, RoundRobin }
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#region Inspector Items
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// Old field, only here for backwards compat. Value copies over to SpawnPoints in OnValidate
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[HideInInspector] private Transform SpawnPosition;
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[HideInInspector] public SpawnSequence Sequence = SpawnSequence.Connection;
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[HideInInspector] public List<Transform> SpawnPoints = new List<Transform>(1) { null };
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[Tooltip("Add a random variance to a spawn point position. GetRandomOffset() can be overridden with your own method for producing offsets.")]
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[HideInInspector] public bool UseRandomOffset = true;
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[Tooltip("Radius of the RandomOffset.")]
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[FormerlySerializedAs("PositionOffset")]
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[HideInInspector] public float RandomOffset = 2.0f;
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[Tooltip("Disables the Y axis of RandomOffset. The Y value of the spawn point will be used.")]
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[HideInInspector] public bool ClampY = true;
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[HideInInspector] public List<GameObject> PrefabsToInstantiate = new List<GameObject>(1) { null }; // set in inspector
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[FormerlySerializedAs("autoSpawnObjects")]
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[HideInInspector] public bool AutoSpawnObjects = true;
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#endregion
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// Record of spawned objects, used for Despawn All
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public Stack<GameObject> SpawnedObjects = new Stack<GameObject>();
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protected int spawnedAsActorId;
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#if UNITY_EDITOR
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protected void OnValidate()
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{
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/// Check the prefab to make sure it is the actual resource, and not a scene object or other instance.
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if (PrefabsToInstantiate != null)
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for (int i = 0; i < PrefabsToInstantiate.Count; ++i)
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{
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var prefab = PrefabsToInstantiate[i];
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if (prefab)
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PrefabsToInstantiate[i] = ValidatePrefab(prefab);
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}
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/// Move any values from old SpawnPosition field to new SpawnPoints
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if (SpawnPosition)
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{
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if (SpawnPoints == null)
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SpawnPoints = new List<Transform>();
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SpawnPoints.Add(SpawnPosition);
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SpawnPosition = null;
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}
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}
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/// <summary>
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/// Validate, and if valid add this prefab to the first null element of the list, or create a new element. Returns true if the object was added.
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/// </summary>
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/// <param name="prefab"></param>
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public bool AddPrefabToList(GameObject prefab)
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{
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var validated = ValidatePrefab(prefab);
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if (validated)
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{
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// Don't add to list if this prefab already is on the list
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if (PrefabsToInstantiate.Contains(validated))
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return false;
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// First try to use any null array slots to keep things tidy
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if (PrefabsToInstantiate.Contains(null))
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PrefabsToInstantiate[PrefabsToInstantiate.IndexOf(null)] = validated;
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// Otherwise, just add this prefab.
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else
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PrefabsToInstantiate.Add(validated);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Determines if the supplied GameObject is an instance of a prefab, or the actual source Asset,
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/// and returns a best guess at the actual resource the dev intended to use.
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/// </summary>
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/// <returns></returns>
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protected static GameObject ValidatePrefab(GameObject unvalidated)
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{
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if (unvalidated == null)
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return null;
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if (!unvalidated.GetComponent<PhotonView>())
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return null;
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#if UNITY_2018_3_OR_NEWER
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GameObject validated = null;
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if (unvalidated != null)
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{
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if (PrefabUtility.IsPartOfPrefabAsset(unvalidated))
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return unvalidated;
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var prefabStatus = PrefabUtility.GetPrefabInstanceStatus(unvalidated);
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var isValidPrefab = prefabStatus == PrefabInstanceStatus.Connected || prefabStatus == PrefabInstanceStatus.Disconnected;
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if (isValidPrefab)
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validated = PrefabUtility.GetCorrespondingObjectFromSource(unvalidated) as GameObject;
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else
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return null;
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if (!PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(validated).Contains("/Resources"))
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Debug.LogWarning("Player Prefab needs to be a Prefab in a Resource folder.");
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}
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#else
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GameObject validated = unvalidated;
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if (unvalidated != null && PrefabUtility.GetPrefabType(unvalidated) != PrefabType.Prefab)
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validated = PrefabUtility.GetPrefabParent(unvalidated) as GameObject;
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#endif
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return validated;
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}
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#endif
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public virtual void OnEnable()
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{
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PhotonNetwork.AddCallbackTarget(this);
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}
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public virtual void OnDisable()
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{
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PhotonNetwork.RemoveCallbackTarget(this);
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}
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public virtual void OnJoinedRoom()
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{
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// Only AutoSpawn if we are a new ActorId. Rejoining should reproduce the objects by server instantiation.
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if (AutoSpawnObjects && !PhotonNetwork.LocalPlayer.HasRejoined)
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{
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SpawnObjects();
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}
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}
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public virtual void SpawnObjects()
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{
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if (this.PrefabsToInstantiate != null)
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{
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foreach (GameObject o in this.PrefabsToInstantiate)
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{
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if (o == null)
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continue;
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#if UNITY_EDITOR
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Debug.Log("Auto-Instantiating: " + o.name);
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#endif
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Vector3 spawnPos; Quaternion spawnRot;
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GetSpawnPoint(out spawnPos, out spawnRot);
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var newobj = PhotonNetwork.Instantiate(o.name, spawnPos, spawnRot, 0);
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SpawnedObjects.Push(newobj);
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}
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}
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}
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/// <summary>
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/// Destroy all objects that have been spawned by this component for this client.
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/// </summary>
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/// <param name="localOnly">Use Object.Destroy rather than PhotonNetwork.Destroy.</param>
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public virtual void DespawnObjects(bool localOnly)
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{
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while (SpawnedObjects.Count > 0)
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{
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var go = SpawnedObjects.Pop();
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if (go)
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{
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if (localOnly)
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Object.Destroy(go);
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else
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PhotonNetwork.Destroy(go);
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}
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}
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}
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public virtual void OnFriendListUpdate(List<FriendInfo> friendList) { }
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public virtual void OnCreatedRoom() { }
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public virtual void OnCreateRoomFailed(short returnCode, string message) { }
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public virtual void OnJoinRoomFailed(short returnCode, string message) { }
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public virtual void OnJoinRandomFailed(short returnCode, string message) { }
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public virtual void OnLeftRoom() { }
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protected int lastUsedSpawnPointIndex = -1;
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/// <summary>
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/// Gets the next SpawnPoint from the list using the SpawnSequence, and applies RandomOffset (if used) to the transform matrix.
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/// Override this method with any custom code for coming up with a spawn location. This method is used by AutoSpawn.
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/// </summary>
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public virtual void GetSpawnPoint(out Vector3 spawnPos, out Quaternion spawnRot)
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{
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// Fetch a point using the Sequence method indicated
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Transform point = GetSpawnPoint();
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if (point != null)
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{
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spawnPos = point.position;
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spawnRot = point.rotation;
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}
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else
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{
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spawnPos = new Vector3(0, 0, 0);
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spawnRot = new Quaternion(0, 0, 0, 1);
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}
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if (UseRandomOffset)
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{
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Random.InitState((int)(Time.time * 10000));
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spawnPos += GetRandomOffset();
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}
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}
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/// <summary>
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/// Get the transform of the next SpawnPoint from the list, selected using the SpawnSequence setting.
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/// RandomOffset is not applied, only the transform of the SpawnPoint is returned.
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/// Override this method to change how Spawn Point transform is selected. Return the transform you want to use as a spawn point.
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/// </summary>
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/// <returns></returns>
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protected virtual Transform GetSpawnPoint()
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{
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// Fetch a point using the Sequence method indicated
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if (SpawnPoints == null || SpawnPoints.Count == 0)
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{
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return null;
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}
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else
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{
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switch (Sequence)
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{
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case SpawnSequence.Connection:
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{
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int id = PhotonNetwork.LocalPlayer.ActorNumber;
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return SpawnPoints[(id == -1) ? 0 : id % SpawnPoints.Count];
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}
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case SpawnSequence.RoundRobin:
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{
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lastUsedSpawnPointIndex++;
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if (lastUsedSpawnPointIndex >= SpawnPoints.Count)
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lastUsedSpawnPointIndex = 0;
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/// Use Vector.Zero and Quaternion.Identity if we are dealing with no or a null spawnpoint.
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return SpawnPoints == null || SpawnPoints.Count == 0 ? null : SpawnPoints[lastUsedSpawnPointIndex];
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}
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case SpawnSequence.Random:
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{
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return SpawnPoints[Random.Range(0, SpawnPoints.Count)];
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}
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default:
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return null;
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}
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}
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}
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/// <summary>
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/// When UseRandomeOffset is enabled, this method is called to produce a Vector3 offset. The default implementation clamps the Y value to zero. You may override this with your own implementation.
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/// </summary>
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protected virtual Vector3 GetRandomOffset()
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{
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Vector3 random = Random.insideUnitSphere;
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if (ClampY)
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random.y = 0;
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return RandomOffset * random.normalized;
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}
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(OnJoinedInstantiate), true)]
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[CanEditMultipleObjects]
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public class OnJoinedInstantiateEditor : Editor
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{
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SerializedProperty SpawnPoints, PrefabsToInstantiate, UseRandomOffset, ClampY, RandomOffset, Sequence, autoSpawnObjects;
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GUIStyle fieldBox;
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private void OnEnable()
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{
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SpawnPoints = serializedObject.FindProperty("SpawnPoints");
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PrefabsToInstantiate = serializedObject.FindProperty("PrefabsToInstantiate");
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UseRandomOffset = serializedObject.FindProperty("UseRandomOffset");
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ClampY = serializedObject.FindProperty("ClampY");
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RandomOffset = serializedObject.FindProperty("RandomOffset");
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Sequence = serializedObject.FindProperty("Sequence");
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autoSpawnObjects = serializedObject.FindProperty("AutoSpawnObjects");
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}
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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const int PAD = 6;
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if (fieldBox == null)
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fieldBox = new GUIStyle("HelpBox") { padding = new RectOffset(PAD, PAD, PAD, PAD) };
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EditorGUI.BeginChangeCheck();
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EditableReferenceList(PrefabsToInstantiate, new GUIContent(PrefabsToInstantiate.displayName, PrefabsToInstantiate.tooltip), fieldBox);
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EditableReferenceList(SpawnPoints, new GUIContent(SpawnPoints.displayName, SpawnPoints.tooltip), fieldBox);
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/// Spawn Pattern
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EditorGUILayout.BeginVertical(fieldBox);
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EditorGUILayout.PropertyField(Sequence);
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EditorGUILayout.PropertyField(UseRandomOffset);
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if (UseRandomOffset.boolValue)
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{
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EditorGUILayout.PropertyField(RandomOffset);
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EditorGUILayout.PropertyField(ClampY);
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}
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EditorGUILayout.EndVertical();
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/// Auto/Manual Spawn
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EditorGUILayout.BeginVertical(fieldBox);
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EditorGUILayout.PropertyField(autoSpawnObjects);
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EditorGUILayout.EndVertical();
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if (EditorGUI.EndChangeCheck())
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{
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serializedObject.ApplyModifiedProperties();
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}
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}
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/// <summary>
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/// Create a basic rendered list of objects from a SerializedProperty list or array, with Add/Destroy buttons.
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/// </summary>
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/// <param name="list"></param>
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/// <param name="gc"></param>
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public void EditableReferenceList(SerializedProperty list, GUIContent gc, GUIStyle style = null)
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{
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EditorGUILayout.LabelField(gc);
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if (style == null)
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style = new GUIStyle("HelpBox") { padding = new RectOffset(6, 6, 6, 6) };
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EditorGUILayout.BeginVertical(style);
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int count = list.arraySize;
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if (count == 0)
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{
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if (GUI.Button(EditorGUILayout.GetControlRect(GUILayout.MaxWidth(20)), "+", (GUIStyle)"minibutton"))
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{
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int newindex = list.arraySize;
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list.InsertArrayElementAtIndex(0);
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list.GetArrayElementAtIndex(0).objectReferenceValue = null;
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}
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}
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else
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{
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// List Elements and Delete buttons
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for (int i = 0; i < count; ++i)
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{
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EditorGUILayout.BeginHorizontal();
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bool add = (GUI.Button(EditorGUILayout.GetControlRect(GUILayout.MaxWidth(20)), "+", (GUIStyle)"minibutton"));
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EditorGUILayout.PropertyField(list.GetArrayElementAtIndex(i), GUIContent.none);
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bool remove = (GUI.Button(EditorGUILayout.GetControlRect(GUILayout.MaxWidth(20)), "x", (GUIStyle)"minibutton"));
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EditorGUILayout.EndHorizontal();
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if (add)
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{
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Add(list, i);
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break;
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}
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if (remove)
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{
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list.DeleteArrayElementAtIndex(i);
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//EditorGUILayout.EndHorizontal();
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break;
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}
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}
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EditorGUILayout.GetControlRect(false, 4);
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if (GUI.Button(EditorGUILayout.GetControlRect(), "Add", (GUIStyle)"minibutton"))
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Add(list, count);
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}
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EditorGUILayout.EndVertical();
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}
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private void Add(SerializedProperty list, int i)
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{
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{
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int newindex = list.arraySize;
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list.InsertArrayElementAtIndex(i);
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list.GetArrayElementAtIndex(i).objectReferenceValue = null;
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}
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}
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}
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#endif
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}
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