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- // ----------------------------------------------------------------------------
- // <copyright file="PunClasses.cs" company="Exit Games GmbH">
- // PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
- // </copyright>
- // <summary>
- // Wraps up smaller classes that don't need their own file.
- // </summary>
- // <author>developer@exitgames.com</author>
- // ----------------------------------------------------------------------------
- #pragma warning disable 1587
- /// \defgroup publicApi Public API
- /// \brief Groups the most important classes that you need to understand early on.
- ///
- /// \defgroup optionalGui Optional Gui Elements
- /// \brief Useful GUI elements for PUN.
- ///
- /// \defgroup callbacks Callbacks
- /// \brief Callback Interfaces
- #pragma warning restore 1587
- namespace Photon.Pun
- {
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using ExitGames.Client.Photon;
- using UnityEngine;
- using UnityEngine.SceneManagement;
- using Photon.Realtime;
- using SupportClassPun = ExitGames.Client.Photon.SupportClass;
- /// <summary>Replacement for RPC attribute with different name. Used to flag methods as remote-callable.</summary>
- public class PunRPC : Attribute
- {
- }
- /// <summary>
- /// This class adds the property photonView, while logging a warning when your game still uses the networkView.
- /// </summary>
- public class MonoBehaviourPun : MonoBehaviour
- {
- /// <summary>Cache field for the PhotonView on this GameObject.</summary>
- private PhotonView pvCache;
- /// <summary>A cached reference to a PhotonView on this GameObject.</summary>
- /// <remarks>
- /// If you intend to work with a PhotonView in a script, it's usually easier to write this.photonView.
- ///
- /// If you intend to remove the PhotonView component from the GameObject but keep this Photon.MonoBehaviour,
- /// avoid this reference or modify this code to use PhotonView.Get(obj) instead.
- /// </remarks>
- public PhotonView photonView
- {
- get
- {
- #if UNITY_EDITOR
- // In the editor we want to avoid caching this at design time, so changes in PV structure appear immediately.
- if (!Application.isPlaying || this.pvCache == null)
- {
- this.pvCache = PhotonView.Get(this);
- }
- #else
- if (this.pvCache == null)
- {
- this.pvCache = PhotonView.Get(this);
- }
- #endif
- return this.pvCache;
- }
- }
- //#if UNITY_EDITOR
- //protected virtual void Reset()
- //{
- // this.pvCache = this.transform.GetParentComponent<PhotonView>();
- // if (this.pvCache == null)
- // {
- // Debug.LogWarning(this.GetType().Name + " requires a PhotonView. No PhotonView was found, so one is being added to GameObject '" + this.transform.root.name + "'");
- // this.pvCache = this.transform.root.gameObject.AddComponent<PhotonView>();
- // }
- //}
- //#endif
- }
- /// <summary>
- /// This class provides a .photonView and all callbacks/events that PUN can call. Override the events/methods you want to use.
- /// </summary>
- /// <remarks>
- /// By extending this class, you can implement individual methods as override.
- ///
- /// Do not add <b>new</b> <code>MonoBehaviour.OnEnable</code> or <code>MonoBehaviour.OnDisable</code>
- /// Instead, you should override those and call <code>base.OnEnable</code> and <code>base.OnDisable</code>.
- ///
- /// Visual Studio and MonoDevelop should provide the list of methods when you begin typing "override".
- /// <b>Your implementation does not have to call "base.method()".</b>
- ///
- /// This class implements all callback interfaces and extends <see cref="Photon.Pun.MonoBehaviourPun"/>.
- /// </remarks>
- /// \ingroup callbacks
- // the documentation for the interface methods becomes inherited when Doxygen builds it.
- public class MonoBehaviourPunCallbacks : MonoBehaviourPun, IConnectionCallbacks , IMatchmakingCallbacks , IInRoomCallbacks, ILobbyCallbacks, IWebRpcCallback, IErrorInfoCallback
- {
- public virtual void OnEnable()
- {
- PhotonNetwork.AddCallbackTarget(this);
- }
- public virtual void OnDisable()
- {
- PhotonNetwork.RemoveCallbackTarget(this);
- }
- /// <summary>
- /// Called to signal that the raw connection got established but before the client can call operation on the server.
- /// </summary>
- /// <remarks>
- /// After the (low level transport) connection is established, the client will automatically send
- /// the Authentication operation, which needs to get a response before the client can call other operations.
- ///
- /// Your logic should wait for either: OnRegionListReceived or OnConnectedToMaster.
- ///
- /// This callback is useful to detect if the server can be reached at all (technically).
- /// Most often, it's enough to implement OnDisconnected().
- ///
- /// This is not called for transitions from the masterserver to game servers.
- /// </remarks>
- public virtual void OnConnected()
- {
- }
- /// <summary>
- /// Called when the local user/client left a room, so the game's logic can clean up it's internal state.
- /// </summary>
- /// <remarks>
- /// When leaving a room, the LoadBalancingClient will disconnect the Game Server and connect to the Master Server.
- /// This wraps up multiple internal actions.
- ///
- /// Wait for the callback OnConnectedToMaster, before you use lobbies and join or create rooms.
- /// </remarks>
- public virtual void OnLeftRoom()
- {
- }
- /// <summary>
- /// Called after switching to a new MasterClient when the current one leaves.
- /// </summary>
- /// <remarks>
- /// This is not called when this client enters a room.
- /// The former MasterClient is still in the player list when this method get called.
- /// </remarks>
- public virtual void OnMasterClientSwitched(Player newMasterClient)
- {
- }
- /// <summary>
- /// Called when the server couldn't create a room (OpCreateRoom failed).
- /// </summary>
- /// <remarks>
- /// The most common cause to fail creating a room, is when a title relies on fixed room-names and the room already exists.
- /// </remarks>
- /// <param name="returnCode">Operation ReturnCode from the server.</param>
- /// <param name="message">Debug message for the error.</param>
- public virtual void OnCreateRoomFailed(short returnCode, string message)
- {
- }
- /// <summary>
- /// Called when a previous OpJoinRoom call failed on the server.
- /// </summary>
- /// <remarks>
- /// The most common causes are that a room is full or does not exist (due to someone else being faster or closing the room).
- /// </remarks>
- /// <param name="returnCode">Operation ReturnCode from the server.</param>
- /// <param name="message">Debug message for the error.</param>
- public virtual void OnJoinRoomFailed(short returnCode, string message)
- {
- }
- /// <summary>
- /// Called when this client created a room and entered it. OnJoinedRoom() will be called as well.
- /// </summary>
- /// <remarks>
- /// This callback is only called on the client which created a room (see OpCreateRoom).
- ///
- /// As any client might close (or drop connection) anytime, there is a chance that the
- /// creator of a room does not execute OnCreatedRoom.
- ///
- /// If you need specific room properties or a "start signal", implement OnMasterClientSwitched()
- /// and make each new MasterClient check the room's state.
- /// </remarks>
- public virtual void OnCreatedRoom()
- {
- }
- /// <summary>
- /// Called on entering a lobby on the Master Server. The actual room-list updates will call OnRoomListUpdate.
- /// </summary>
- /// <remarks>
- /// While in the lobby, the roomlist is automatically updated in fixed intervals (which you can't modify in the public cloud).
- /// The room list gets available via OnRoomListUpdate.
- /// </remarks>
- public virtual void OnJoinedLobby()
- {
- }
- /// <summary>
- /// Called after leaving a lobby.
- /// </summary>
- /// <remarks>
- /// When you leave a lobby, [OpCreateRoom](@ref OpCreateRoom) and [OpJoinRandomRoom](@ref OpJoinRandomRoom)
- /// automatically refer to the default lobby.
- /// </remarks>
- public virtual void OnLeftLobby()
- {
- }
- /// <summary>
- /// Called after disconnecting from the Photon server. It could be a failure or intentional
- /// </summary>
- /// <remarks>
- /// The reason for this disconnect is provided as DisconnectCause.
- /// </remarks>
- public virtual void OnDisconnected(DisconnectCause cause)
- {
- }
- /// <summary>
- /// Called when the Name Server provided a list of regions for your title.
- /// </summary>
- /// <remarks>Check the RegionHandler class description, to make use of the provided values.</remarks>
- /// <param name="regionHandler">The currently used RegionHandler.</param>
- public virtual void OnRegionListReceived(RegionHandler regionHandler)
- {
- }
- /// <summary>
- /// Called for any update of the room-listing while in a lobby (InLobby) on the Master Server.
- /// </summary>
- /// <remarks>
- /// Each item is a RoomInfo which might include custom properties (provided you defined those as lobby-listed when creating a room).
- /// Not all types of lobbies provide a listing of rooms to the client. Some are silent and specialized for server-side matchmaking.
- /// </remarks>
- public virtual void OnRoomListUpdate(List<RoomInfo> roomList)
- {
- }
- /// <summary>
- /// Called when the LoadBalancingClient entered a room, no matter if this client created it or simply joined.
- /// </summary>
- /// <remarks>
- /// When this is called, you can access the existing players in Room.Players, their custom properties and Room.CustomProperties.
- ///
- /// In this callback, you could create player objects. For example in Unity, instantiate a prefab for the player.
- ///
- /// If you want a match to be started "actively", enable the user to signal "ready" (using OpRaiseEvent or a Custom Property).
- /// </remarks>
- public virtual void OnJoinedRoom()
- {
- }
- /// <summary>
- /// Called when a remote player entered the room. This Player is already added to the playerlist.
- /// </summary>
- /// <remarks>
- /// If your game starts with a certain number of players, this callback can be useful to check the
- /// Room.playerCount and find out if you can start.
- /// </remarks>
- public virtual void OnPlayerEnteredRoom(Player newPlayer)
- {
- }
- /// <summary>
- /// Called when a remote player left the room or became inactive. Check otherPlayer.IsInactive.
- /// </summary>
- /// <remarks>
- /// If another player leaves the room or if the server detects a lost connection, this callback will
- /// be used to notify your game logic.
- ///
- /// Depending on the room's setup, players may become inactive, which means they may return and retake
- /// their spot in the room. In such cases, the Player stays in the Room.Players dictionary.
- ///
- /// If the player is not just inactive, it gets removed from the Room.Players dictionary, before
- /// the callback is called.
- /// </remarks>
- public virtual void OnPlayerLeftRoom(Player otherPlayer)
- {
- }
- /// <summary>
- /// Called when a previous OpJoinRandom call failed on the server.
- /// </summary>
- /// <remarks>
- /// The most common causes are that a room is full or does not exist (due to someone else being faster or closing the room).
- ///
- /// When using multiple lobbies (via OpJoinLobby or a TypedLobby parameter), another lobby might have more/fitting rooms.<br/>
- /// </remarks>
- /// <param name="returnCode">Operation ReturnCode from the server.</param>
- /// <param name="message">Debug message for the error.</param>
- public virtual void OnJoinRandomFailed(short returnCode, string message)
- {
- }
- /// <summary>
- /// Called when the client is connected to the Master Server and ready for matchmaking and other tasks.
- /// </summary>
- /// <remarks>
- /// The list of available rooms won't become available unless you join a lobby via LoadBalancingClient.OpJoinLobby.
- /// You can join rooms and create them even without being in a lobby. The default lobby is used in that case.
- /// </remarks>
- public virtual void OnConnectedToMaster()
- {
- }
- /// <summary>
- /// Called when a room's custom properties changed. The propertiesThatChanged contains all that was set via Room.SetCustomProperties.
- /// </summary>
- /// <remarks>
- /// Since v1.25 this method has one parameter: Hashtable propertiesThatChanged.<br/>
- /// Changing properties must be done by Room.SetCustomProperties, which causes this callback locally, too.
- /// </remarks>
- /// <param name="propertiesThatChanged"></param>
- public virtual void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
- {
- }
- /// <summary>
- /// Called when custom player-properties are changed. Player and the changed properties are passed as object[].
- /// </summary>
- /// <remarks>
- /// Changing properties must be done by Player.SetCustomProperties, which causes this callback locally, too.
- /// </remarks>
- ///
- /// <param name="targetPlayer">Contains Player that changed.</param>
- /// <param name="changedProps">Contains the properties that changed.</param>
- public virtual void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
- {
- }
- /// <summary>
- /// Called when the server sent the response to a FindFriends request.
- /// </summary>
- /// <remarks>
- /// After calling OpFindFriends, the Master Server will cache the friend list and send updates to the friend
- /// list. The friends includes the name, userId, online state and the room (if any) for each requested user/friend.
- ///
- /// Use the friendList to update your UI and store it, if the UI should highlight changes.
- /// </remarks>
- public virtual void OnFriendListUpdate(List<FriendInfo> friendList)
- {
- }
- /// <summary>
- /// Called when your Custom Authentication service responds with additional data.
- /// </summary>
- /// <remarks>
- /// Custom Authentication services can include some custom data in their response.
- /// When present, that data is made available in this callback as Dictionary.
- /// While the keys of your data have to be strings, the values can be either string or a number (in Json).
- /// You need to make extra sure, that the value type is the one you expect. Numbers become (currently) int64.
- ///
- /// Example: void OnCustomAuthenticationResponse(Dictionary<string, object> data) { ... }
- /// </remarks>
- /// <see cref="https://doc.photonengine.com/en-us/realtime/current/reference/custom-authentication"/>
- public virtual void OnCustomAuthenticationResponse(Dictionary<string, object> data)
- {
- }
- /// <summary>
- /// Called when the custom authentication failed. Followed by disconnect!
- /// </summary>
- /// <remarks>
- /// Custom Authentication can fail due to user-input, bad tokens/secrets.
- /// If authentication is successful, this method is not called. Implement OnJoinedLobby() or OnConnectedToMaster() (as usual).
- ///
- /// During development of a game, it might also fail due to wrong configuration on the server side.
- /// In those cases, logging the debugMessage is very important.
- ///
- /// Unless you setup a custom authentication service for your app (in the [Dashboard](https://dashboard.photonengine.com)),
- /// this won't be called!
- /// </remarks>
- /// <param name="debugMessage">Contains a debug message why authentication failed. This has to be fixed during development.</param>
- public virtual void OnCustomAuthenticationFailed (string debugMessage)
- {
- }
- //TODO: Check if this needs to be implemented
- // in: IOptionalInfoCallbacks
- public virtual void OnWebRpcResponse(OperationResponse response)
- {
- }
- //TODO: Check if this needs to be implemented
- // in: IOptionalInfoCallbacks
- public virtual void OnLobbyStatisticsUpdate(List<TypedLobbyInfo> lobbyStatistics)
- {
- }
- /// <summary>
- /// Called when the client receives an event from the server indicating that an error happened there.
- /// </summary>
- /// <remarks>
- /// In most cases this could be either:
- /// 1. an error from webhooks plugin (if HasErrorInfo is enabled), read more here:
- /// https://doc.photonengine.com/en-us/realtime/current/gameplay/web-extensions/webhooks#options
- /// 2. an error sent from a custom server plugin via PluginHost.BroadcastErrorInfoEvent, see example here:
- /// https://doc.photonengine.com/en-us/server/current/plugins/manual#handling_http_response
- /// 3. an error sent from the server, for example, when the limit of cached events has been exceeded in the room
- /// (all clients will be disconnected and the room will be closed in this case)
- /// read more here: https://doc.photonengine.com/en-us/realtime/current/gameplay/cached-events#special_considerations
- /// </remarks>
- /// <param name="errorInfo">object containing information about the error</param>
- public virtual void OnErrorInfo(ErrorInfo errorInfo)
- {
- }
- }
- /// <summary>
- /// Container class for info about a particular message, RPC or update.
- /// </summary>
- /// \ingroup publicApi
- public struct PhotonMessageInfo
- {
- private readonly int timeInt;
- /// <summary>The sender of a message / event. May be null.</summary>
- public readonly Player Sender;
- public readonly PhotonView photonView;
- public PhotonMessageInfo(Player player, int timestamp, PhotonView view)
- {
- this.Sender = player;
- this.timeInt = timestamp;
- this.photonView = view;
- }
- [Obsolete("Use SentServerTime instead.")]
- public double timestamp
- {
- get
- {
- uint u = (uint) this.timeInt;
- double t = u;
- return t / 1000.0d;
- }
- }
- public double SentServerTime
- {
- get
- {
- uint u = (uint)this.timeInt;
- double t = u;
- return t / 1000.0d;
- }
- }
- public int SentServerTimestamp
- {
- get { return this.timeInt; }
- }
- public override string ToString()
- {
- return string.Format("[PhotonMessageInfo: Sender='{1}' Senttime={0}]", this.SentServerTime, this.Sender);
- }
- }
- /// <summary>Defines Photon event-codes as used by PUN.</summary>
- internal class PunEvent
- {
- public const byte RPC = 200;
- public const byte SendSerialize = 201;
- public const byte Instantiation = 202;
- public const byte CloseConnection = 203;
- public const byte Destroy = 204;
- public const byte RemoveCachedRPCs = 205;
- public const byte SendSerializeReliable = 206; // TS: added this but it's not really needed anymore
- public const byte DestroyPlayer = 207; // TS: added to make others remove all GOs of a player
- public const byte OwnershipRequest = 209;
- public const byte OwnershipTransfer = 210;
- public const byte VacantViewIds = 211;
- public const byte OwnershipUpdate = 212;
- }
- /// <summary>
- /// This container is used in OnPhotonSerializeView() to either provide incoming data of a PhotonView or for you to provide it.
- /// </summary>
- /// <remarks>
- /// The IsWriting property will be true if this client is the "owner" of the PhotonView (and thus the GameObject).
- /// Add data to the stream and it's sent via the server to the other players in a room.
- /// On the receiving side, IsWriting is false and the data should be read.
- ///
- /// Send as few data as possible to keep connection quality up. An empty PhotonStream will not be sent.
- ///
- /// Use either Serialize() for reading and writing or SendNext() and ReceiveNext(). The latter two are just explicit read and
- /// write methods but do about the same work as Serialize(). It's a matter of preference which methods you use.
- /// </remarks>
- /// \ingroup publicApi
- public class PhotonStream
- {
- private List<object> writeData;
- private object[] readData;
- private int currentItem; //Used to track the next item to receive.
- /// <summary>If true, this client should add data to the stream to send it.</summary>
- public bool IsWriting { get; private set; }
- /// <summary>If true, this client should read data send by another client.</summary>
- public bool IsReading
- {
- get { return !this.IsWriting; }
- }
- /// <summary>Count of items in the stream.</summary>
- public int Count
- {
- get { return this.IsWriting ? this.writeData.Count : this.readData.Length; }
- }
- /// <summary>
- /// Creates a stream and initializes it. Used by PUN internally.
- /// </summary>
- public PhotonStream(bool write, object[] incomingData)
- {
- this.IsWriting = write;
- if (!write && incomingData != null)
- {
- this.readData = incomingData;
- }
- }
- public void SetReadStream(object[] incomingData, int pos = 0)
- {
- this.readData = incomingData;
- this.currentItem = pos;
- this.IsWriting = false;
- }
- internal void SetWriteStream(List<object> newWriteData, int pos = 0)
- {
- if (pos != newWriteData.Count)
- {
- throw new Exception("SetWriteStream failed, because count does not match position value. pos: "+ pos + " newWriteData.Count:" + newWriteData.Count);
- }
- this.writeData = newWriteData;
- this.currentItem = pos;
- this.IsWriting = true;
- }
- internal List<object> GetWriteStream()
- {
- return this.writeData;
- }
- [Obsolete("Either SET the writeData with an empty List or use Clear().")]
- internal void ResetWriteStream()
- {
- this.writeData.Clear();
- }
- /// <summary>Read next piece of data from the stream when IsReading is true.</summary>
- public object ReceiveNext()
- {
- if (this.IsWriting)
- {
- Debug.LogError("Error: you cannot read this stream that you are writing!");
- return null;
- }
- object obj = this.readData[this.currentItem];
- this.currentItem++;
- return obj;
- }
- /// <summary>Read next piece of data from the stream without advancing the "current" item.</summary>
- public object PeekNext()
- {
- if (this.IsWriting)
- {
- Debug.LogError("Error: you cannot read this stream that you are writing!");
- return null;
- }
- object obj = this.readData[this.currentItem];
- //this.currentItem++;
- return obj;
- }
- /// <summary>Add another piece of data to send it when IsWriting is true.</summary>
- public void SendNext(object obj)
- {
- if (!this.IsWriting)
- {
- Debug.LogError("Error: you cannot write/send to this stream that you are reading!");
- return;
- }
- this.writeData.Add(obj);
- }
- [Obsolete("writeData is a list now. Use and re-use it directly.")]
- public bool CopyToListAndClear(List<object> target)
- {
- if (!this.IsWriting) return false;
- target.AddRange(this.writeData);
- this.writeData.Clear();
- return true;
- }
- /// <summary>Turns the stream into a new object[].</summary>
- public object[] ToArray()
- {
- return this.IsWriting ? this.writeData.ToArray() : this.readData;
- }
- /// <summary>
- /// Will read or write the value, depending on the stream's IsWriting value.
- /// </summary>
- public void Serialize(ref bool myBool)
- {
- if (this.IsWriting)
- {
- this.writeData.Add(myBool);
- }
- else
- {
- if (this.readData.Length > this.currentItem)
- {
- myBool = (bool) this.readData[this.currentItem];
- this.currentItem++;
- }
- }
- }
- /// <summary>
- /// Will read or write the value, depending on the stream's IsWriting value.
- /// </summary>
- public void Serialize(ref int myInt)
- {
- if (this.IsWriting)
- {
- this.writeData.Add(myInt);
- }
- else
- {
- if (this.readData.Length > this.currentItem)
- {
- myInt = (int) this.readData[this.currentItem];
- this.currentItem++;
- }
- }
- }
- /// <summary>
- /// Will read or write the value, depending on the stream's IsWriting value.
- /// </summary>
- public void Serialize(ref string value)
- {
- if (this.IsWriting)
- {
- this.writeData.Add(value);
- }
- else
- {
- if (this.readData.Length > this.currentItem)
- {
- value = (string) this.readData[this.currentItem];
- this.currentItem++;
- }
- }
- }
- /// <summary>
- /// Will read or write the value, depending on the stream's IsWriting value.
- /// </summary>
- public void Serialize(ref char value)
- {
- if (this.IsWriting)
- {
- this.writeData.Add(value);
- }
- else
- {
- if (this.readData.Length > this.currentItem)
- {
- value = (char) this.readData[this.currentItem];
- this.currentItem++;
- }
- }
- }
- /// <summary>
- /// Will read or write the value, depending on the stream's IsWriting value.
- /// </summary>
- public void Serialize(ref short value)
- {
- if (this.IsWriting)
- {
- this.writeData.Add(value);
- }
- else
- {
- if (this.readData.Length > this.currentItem)
- {
- value = (short) this.readData[this.currentItem];
- this.currentItem++;
- }
- }
- }
- /// <summary>
- /// Will read or write the value, depending on the stream's IsWriting value.
- /// </summary>
- public void Serialize(ref float obj)
- {
- if (this.IsWriting)
- {
- this.writeData.Add(obj);
- }
- else
- {
- if (this.readData.Length > this.currentItem)
- {
- obj = (float) this.readData[this.currentItem];
- this.currentItem++;
- }
- }
- }
- /// <summary>
- /// Will read or write the value, depending on the stream's IsWriting value.
- /// </summary>
- public void Serialize(ref Player obj)
- {
- if (this.IsWriting)
- {
- this.writeData.Add(obj);
- }
- else
- {
- if (this.readData.Length > this.currentItem)
- {
- obj = (Player) this.readData[this.currentItem];
- this.currentItem++;
- }
- }
- }
- /// <summary>
- /// Will read or write the value, depending on the stream's IsWriting value.
- /// </summary>
- public void Serialize(ref Vector3 obj)
- {
- if (this.IsWriting)
- {
- this.writeData.Add(obj);
- }
- else
- {
- if (this.readData.Length > this.currentItem)
- {
- obj = (Vector3) this.readData[this.currentItem];
- this.currentItem++;
- }
- }
- }
- /// <summary>
- /// Will read or write the value, depending on the stream's IsWriting value.
- /// </summary>
- public void Serialize(ref Vector2 obj)
- {
- if (this.IsWriting)
- {
- this.writeData.Add(obj);
- }
- else
- {
- if (this.readData.Length > this.currentItem)
- {
- obj = (Vector2) this.readData[this.currentItem];
- this.currentItem++;
- }
- }
- }
- /// <summary>
- /// Will read or write the value, depending on the stream's IsWriting value.
- /// </summary>
- public void Serialize(ref Quaternion obj)
- {
- if (this.IsWriting)
- {
- this.writeData.Add(obj);
- }
- else
- {
- if (this.readData.Length > this.currentItem)
- {
- obj = (Quaternion) this.readData[this.currentItem];
- this.currentItem++;
- }
- }
- }
- }
- public class SceneManagerHelper
- {
- public static string ActiveSceneName
- {
- get
- {
- Scene s = SceneManager.GetActiveScene();
- return s.name;
- }
- }
- public static int ActiveSceneBuildIndex
- {
- get { return SceneManager.GetActiveScene().buildIndex; }
- }
- #if UNITY_EDITOR
- /// <summary>In Editor, we can access the active scene's name.</summary>
- public static string EditorActiveSceneName
- {
- get { return SceneManager.GetActiveScene().name; }
- }
- #endif
- }
- /// <summary>
- /// The default implementation of a PrefabPool for PUN, which actually Instantiates and Destroys GameObjects but pools a resource.
- /// </summary>
- /// <remarks>
- /// This pool is not actually storing GameObjects for later reuse. Instead, it's destroying used GameObjects.
- /// However, prefabs will be loaded from a Resources folder and cached, which speeds up Instantiation a bit.
- ///
- /// The ResourceCache is public, so it can be filled without relying on the Resources folders.
- /// </remarks>
- public class DefaultPool : IPunPrefabPool
- {
- /// <summary>Contains a GameObject per prefabId, to speed up instantiation.</summary>
- public readonly Dictionary<string, GameObject> ResourceCache = new Dictionary<string, GameObject>();
- /// <summary>Returns an inactive instance of a networked GameObject, to be used by PUN.</summary>
- /// <param name="prefabId">String identifier for the networked object.</param>
- /// <param name="position">Location of the new object.</param>
- /// <param name="rotation">Rotation of the new object.</param>
- /// <returns></returns>
- public GameObject Instantiate(string prefabId, Vector3 position, Quaternion rotation)
- {
- GameObject res = null;
- bool cached = this.ResourceCache.TryGetValue(prefabId, out res);
- if (!cached)
- {
- res = Resources.Load<GameObject>(prefabId);
- if (res == null)
- {
- Debug.LogError("DefaultPool failed to load \"" + prefabId + "\". Make sure it's in a \"Resources\" folder. Or use a custom IPunPrefabPool.");
- }
- else
- {
- this.ResourceCache.Add(prefabId, res);
- }
- }
- bool wasActive = res.activeSelf;
- if (wasActive) res.SetActive(false);
- GameObject instance =GameObject.Instantiate(res, position, rotation) as GameObject;
- if (wasActive) res.SetActive(true);
- return instance;
- }
- /// <summary>Simply destroys a GameObject.</summary>
- /// <param name="gameObject">The GameObject to get rid of.</param>
- public void Destroy(GameObject gameObject)
- {
- GameObject.Destroy(gameObject);
- }
- }
- /// <summary>Small number of extension methods that make it easier for PUN to work cross-Unity-versions.</summary>
- public static class PunExtensions
- {
- public static Dictionary<MethodInfo, ParameterInfo[]> ParametersOfMethods = new Dictionary<MethodInfo, ParameterInfo[]>();
- public static ParameterInfo[] GetCachedParemeters(this MethodInfo mo)
- {
- ParameterInfo[] result;
- bool cached = ParametersOfMethods.TryGetValue(mo, out result);
- if (!cached)
- {
- result = mo.GetParameters();
- ParametersOfMethods[mo] = result;
- }
- return result;
- }
- public static PhotonView[] GetPhotonViewsInChildren(this UnityEngine.GameObject go)
- {
- return go.GetComponentsInChildren<PhotonView>(true) as PhotonView[];
- }
- public static PhotonView GetPhotonView(this UnityEngine.GameObject go)
- {
- return go.GetComponent<PhotonView>() as PhotonView;
- }
- /// <summary>compares the squared magnitude of target - second to given float value</summary>
- public static bool AlmostEquals(this Vector3 target, Vector3 second, float sqrMagnitudePrecision)
- {
- return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize?
- }
- /// <summary>compares the squared magnitude of target - second to given float value</summary>
- public static bool AlmostEquals(this Vector2 target, Vector2 second, float sqrMagnitudePrecision)
- {
- return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize?
- }
- /// <summary>compares the angle between target and second to given float value</summary>
- public static bool AlmostEquals(this Quaternion target, Quaternion second, float maxAngle)
- {
- return Quaternion.Angle(target, second) < maxAngle;
- }
- /// <summary>compares two floats and returns true of their difference is less than floatDiff</summary>
- public static bool AlmostEquals(this float target, float second, float floatDiff)
- {
- return Mathf.Abs(target - second) < floatDiff;
- }
- public static bool CheckIsAssignableFrom(this Type to, Type from)
- {
- #if !NETFX_CORE
- return to.IsAssignableFrom(from);
- #else
- return to.GetTypeInfo().IsAssignableFrom(from.GetTypeInfo());
- #endif
- }
- public static bool CheckIsInterface(this Type to)
- {
- #if !NETFX_CORE
- return to.IsInterface;
- #else
- return to.GetTypeInfo().IsInterface;
- #endif
- }
- }
- }
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