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EnableDisableSceneNetworkObjectComponent.cs
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92 lines (77 loc) · 1.97 KB
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using Unity.Netcode;
using UnityEngine;
using UnityEngine.UI;
public class EnableDisableSceneNetworkObjectComponent : NetworkBehaviour
{
[SerializeField]
private MeshRenderer m_MyMeshRenderer;
[SerializeField]
private BoxCollider m_MyBoxCollider;
[SerializeField]
private Button m_ActivateObjectButton;
private Text m_ButtonText;
private bool m_CurrentActiveState = true;
private void Start()
{
if (m_ActivateObjectButton != null)
{
m_ButtonText = m_ActivateObjectButton.GetComponentInChildren<Text>();
if (m_ButtonText != null)
{
m_ButtonText.text = "Hide";
}
m_ActivateObjectButton.gameObject.SetActive(false);
}
}
public override void OnNetworkSpawn()
{
if (IsServer)
{
m_ActivateObjectButton.gameObject.SetActive(true);
}
base.OnNetworkSpawn();
}
public void ButtonActivateToggle()
{
if (NetworkManager != null && NetworkManager.IsListening && IsServer)
{
m_CurrentActiveState = !m_CurrentActiveState;
StartActivation(m_CurrentActiveState);
}
}
public void StartActivation(bool isActive)
{
if (IsServer)
{
ActivateMeshObjectClientRpc(isActive);
Activate(isActive);
}
}
private void Activate(bool isActive)
{
if (m_MyMeshRenderer)
{
m_MyMeshRenderer.enabled = isActive;
}
if (m_MyBoxCollider)
{
m_MyBoxCollider.enabled = isActive;
}
if (m_ButtonText != null)
{
if (isActive)
{
m_ButtonText.text = "Hide";
}
else
{
m_ButtonText.text = "Show";
}
}
}
[ClientRpc]
private void ActivateMeshObjectClientRpc(bool isActive)
{
Activate(isActive);
}
}