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2024-02-19 21:00:36 +03:00
using System.Collections;
using System.IO;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror.Examples.AdditiveLevels
{
public class Portal : NetworkBehaviour
{
[Scene, Tooltip("Which scene to send player from here")]
public string destinationScene;
[Tooltip("Where to spawn player in Destination Scene")]
public Vector3 startPosition;
[Tooltip("Reference to child TMP label")]
public TMPro.TextMeshPro label;
[SyncVar(hook = nameof(OnLabelTextChanged))]
public string labelText;
public void OnLabelTextChanged(string _, string newValue)
{
label.text = labelText;
}
// This is approximately the fade time
WaitForSeconds waitForFade = new WaitForSeconds(2f);
public override void OnStartServer()
{
labelText = Path.GetFileNameWithoutExtension(destinationScene);
// Simple Regex to insert spaces before capitals, numbers
labelText = Regex.Replace(labelText, @"\B[A-Z0-9]+", " $0");
}
// Note that I have created layers called Player(8) and Portal(9) and set them
// up in the Physics collision matrix so only Player collides with Portal.
void OnTriggerEnter(Collider other)
{
// tag check in case you didn't set up the layers and matrix as noted above
if (!other.CompareTag("Player")) return;
//Debug.Log($"{System.DateTime.Now:HH:mm:ss:fff} Portal::OnTriggerEnter {gameObject.name} in {gameObject.scene.name}");
// applies to host client on server and remote clients
if (other.TryGetComponent<PlayerController>(out PlayerController playerController))
playerController.enabled = false;
if (isServer)
StartCoroutine(SendPlayerToNewScene(other.gameObject));
}
[ServerCallback]
IEnumerator SendPlayerToNewScene(GameObject player)
{
if (player.TryGetComponent<NetworkIdentity>(out NetworkIdentity identity))
{
NetworkConnectionToClient conn = identity.connectionToClient;
if (conn == null) yield break;
// Tell client to unload previous subscene. No custom handling for this.
conn.Send(new SceneMessage { sceneName = gameObject.scene.path, sceneOperation = SceneOperation.UnloadAdditive, customHandling = true });
yield return waitForFade;
//Debug.Log($"SendPlayerToNewScene RemovePlayerForConnection {conn} netId:{conn.identity.netId}");
NetworkServer.RemovePlayerForConnection(conn, false);
// reposition player on server and client
player.transform.position = startPosition;
player.transform.LookAt(Vector3.up);
// Move player to new subscene.
SceneManager.MoveGameObjectToScene(player, SceneManager.GetSceneByPath(destinationScene));
// Tell client to load the new subscene with custom handling (see NetworkManager::OnClientChangeScene).
conn.Send(new SceneMessage { sceneName = destinationScene, sceneOperation = SceneOperation.LoadAdditive, customHandling = true });
//Debug.Log($"SendPlayerToNewScene AddPlayerForConnection {conn} netId:{conn.identity.netId}");
NetworkServer.AddPlayerForConnection(conn, player);
// host client would have been disabled by OnTriggerEnter above
if (NetworkClient.localPlayer != null && NetworkClient.localPlayer.TryGetComponent<PlayerController>(out PlayerController playerController))
playerController.enabled = true;
}
}
}
}