2024-02-19 21:00:36 +03:00

38 lines
1.5 KiB
C#

using UnityEngine;
namespace Mirror.Examples.AdditiveScenes
{
// This script is attached to a prefab called Zone that is on the Player layer
// AdditiveNetworkManager, in OnStartServer, instantiates the prefab only on the server.
// It never exists for clients (other than host client if there is one).
// The prefab has a Sphere Collider with isTrigger = true.
// These OnTrigger events only run on the server and will only send a message to the
// client that entered the Zone to load the subscene assigned to the subscene property.
public class ZoneHandler : MonoBehaviour
{
[Scene]
[Tooltip("Assign the sub-scene to load for this zone")]
public string subScene;
[ServerCallback]
void OnTriggerEnter(Collider other)
{
// Debug.Log($"Loading {subScene}");
NetworkIdentity networkIdentity = other.gameObject.GetComponent<NetworkIdentity>();
SceneMessage message = new SceneMessage{ sceneName = subScene, sceneOperation = SceneOperation.LoadAdditive };
networkIdentity.connectionToClient.Send(message);
}
[ServerCallback]
void OnTriggerExit(Collider other)
{
// Debug.Log($"Unloading {subScene}");
NetworkIdentity networkIdentity = other.gameObject.GetComponent<NetworkIdentity>();
SceneMessage message = new SceneMessage{ sceneName = subScene, sceneOperation = SceneOperation.UnloadAdditive };
networkIdentity.connectionToClient.Send(message);
}
}
}