2024-10-17 17:23:05 +03:00

59 lines
1.6 KiB
C#

using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror.Examples.AdditiveScenes
{
[AddComponentMenu("")]
public class AdditiveNetworkManager : NetworkManager
{
[Tooltip("Trigger Zone Prefab")]
public GameObject Zone;
[Scene]
[Tooltip("Add all sub-scenes to this list")]
public string[] subScenes;
public override void OnStartServer()
{
base.OnStartServer();
// load all subscenes on the server only
StartCoroutine(LoadSubScenes());
// Instantiate Zone Handler on server only
Instantiate(Zone);
}
public override void OnStopServer()
{
StartCoroutine(UnloadScenes());
}
public override void OnStopClient()
{
if (mode == NetworkManagerMode.Offline)
StartCoroutine(UnloadScenes());
}
IEnumerator LoadSubScenes()
{
Debug.Log("Loading Scenes");
foreach (string sceneName in subScenes)
yield return SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
}
IEnumerator UnloadScenes()
{
Debug.Log("Unloading Subscenes");
foreach (string sceneName in subScenes)
if (SceneManager.GetSceneByName(sceneName).IsValid() || SceneManager.GetSceneByPath(sceneName).IsValid())
yield return SceneManager.UnloadSceneAsync(sceneName);
yield return Resources.UnloadUnusedAssets();
}
}
}