43 lines
1.6 KiB
C#
43 lines
1.6 KiB
C#
using UnityEngine;
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namespace Mirror.Examples.AdditiveScenes
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{
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// AdditiveNetworkManager, in OnStartServer, instantiates the prefab only on the server.
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// It never exists for clients (other than host client if there is one).
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// The prefab has a Sphere Collider with isTrigger = true.
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// These OnTrigger events only run on the server and will only send a message to the
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// client that entered the Zone to load the subscene assigned to the subscene property.
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public class ZoneHandler : MonoBehaviour
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{
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[Scene]
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[Tooltip("Assign the sub-scene to load for this zone")]
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public string subScene;
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[ServerCallback]
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void OnTriggerEnter(Collider other)
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{
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// ignore collisions with non-Player objects
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if (!other.CompareTag("Player")) return;
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if (other.TryGetComponent(out NetworkIdentity networkIdentity))
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{
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SceneMessage message = new SceneMessage { sceneName = subScene, sceneOperation = SceneOperation.LoadAdditive };
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networkIdentity.connectionToClient.Send(message);
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}
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}
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[ServerCallback]
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void OnTriggerExit(Collider other)
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{
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// ignore collisions with non-Player objects
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if (!other.CompareTag("Player")) return;
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if (other.TryGetComponent(out NetworkIdentity networkIdentity))
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{
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SceneMessage message = new SceneMessage { sceneName = subScene, sceneOperation = SceneOperation.UnloadAdditive };
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networkIdentity.connectionToClient.Send(message);
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}
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}
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}
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}
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