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SpawnObjectHandler.cs
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using System.Collections.Generic;
using TestProject.ManualTests;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
public class SpawnObjectHandler : NetworkBehaviour
{
public Button AutoSpawnObjectButton;
public Button ManualSpawnObjectButton;
public Dropdown ObjectToSpawnDropDown;
public List<NetworkObject> PrefabsToSpawn;
private Dictionary<int, NetworkObject> m_OptionToNetworkObject = new Dictionary<int, NetworkObject>();
private Vector3 m_SpawnOffset = new Vector3(0.0f, 0.5f, 0.0f);
private void Start()
{
AutoSpawnObjectButton?.gameObject.SetActive(false);
ManualSpawnObjectButton?.gameObject.SetActive(false);
ObjectToSpawnDropDown.gameObject.SetActive(false);
}
private void SetMotion(GameObject gameObject)
{
var genericObjectBehaviour = gameObject.GetComponent<GenericNetworkObjectBehaviour>();
if (genericObjectBehaviour != null)
{
float ang = Random.Range(0.0f, 2 * Mathf.PI);
genericObjectBehaviour.SetDirectionAndVelocity(new Vector3(Mathf.Cos(ang), 0, Mathf.Sin(ang)), Random.Range(2.0f, 5.0f));
}
}
/// <summary>
/// Provides an alternate example of how to spawn objects while taking prefab overrides into consideration.
/// </summary>
private void ManualSpawnObject(ulong ownerId, int selection)
{
var prefabToUse = NetworkManager.GetNetworkPrefabOverride(m_OptionToNetworkObject[selection].gameObject);
if (prefabToUse != null)
{
var instance = Instantiate(prefabToUse);
instance.transform.position += m_SpawnOffset;
var instanceNetworkObject = instance.GetComponent<NetworkObject>();
instanceNetworkObject.SpawnWithOwnership(ownerId);
SetMotion(instance);
}
}
/// <summary>
/// Provides an example of using <see cref="NetworkSpawnManager.InstantiateAndSpawn(NetworkObject, ulong, bool, bool, Vector3, Quaternion)"/> that
/// automatically determines the correct prefab to instantiate and spawn while also taking any prefab overrides into consideration.
/// Compare the steps of using this method to the <see cref="ManualSpawnObject(ulong, int)"/> script.
/// </summary>
private void AutoSpawnObject(ulong ownerId, int selection)
{
if (!IsServer)
{
return;
}
var networkObject = NetworkManager.SpawnManager.InstantiateAndSpawn(m_OptionToNetworkObject[selection], ownerId, position: m_SpawnOffset);
SetMotion(networkObject.gameObject);
}
[ServerRpc(RequireOwnership = false)]
private void AutoSpawnObjectServerRpc(int selection, ServerRpcParams serverRpcParams = default)
{
AutoSpawnObject(serverRpcParams.Receive.SenderClientId, selection);
}
public void AutoSpawnClick()
{
if (!IsSpawned || ObjectToSpawnDropDown == null || PrefabsToSpawn.Count == 0)
{
return;
}
if (IsServer)
{
AutoSpawnObject(NetworkManager.ServerClientId, ObjectToSpawnDropDown.value);
}
else
{
AutoSpawnObjectServerRpc(ObjectToSpawnDropDown.value);
}
}
[ServerRpc(RequireOwnership = false)]
private void ManualSpawnObjectServerRpc(int selection, ServerRpcParams serverRpcParams = default)
{
AutoSpawnObject(serverRpcParams.Receive.SenderClientId, selection);
}
public void ManualSpawnClick()
{
if (!IsSpawned || ObjectToSpawnDropDown == null || PrefabsToSpawn.Count == 0)
{
return;
}
if (IsServer)
{
ManualSpawnObject(NetworkManager.ServerClientId, ObjectToSpawnDropDown.value);
}
else
{
ManualSpawnObjectServerRpc(ObjectToSpawnDropDown.value);
}
}
public override void OnNetworkSpawn()
{
AutoSpawnObjectButton?.gameObject.SetActive(true);
ManualSpawnObjectButton?.gameObject.SetActive(true);
ObjectToSpawnDropDown?.gameObject.SetActive(true);
if (ObjectToSpawnDropDown == null)
{
return;
}
ObjectToSpawnDropDown.ClearOptions();
foreach (var prefab in PrefabsToSpawn)
{
ObjectToSpawnDropDown.options.Add(new Dropdown.OptionData(prefab.name));
m_OptionToNetworkObject.Add(ObjectToSpawnDropDown.options.Count - 1, prefab);
}
ObjectToSpawnDropDown.onValueChanged.AddListener(new UnityAction<int>(OnValueChanged));
ObjectToSpawnDropDown.value = 0;
ObjectToSpawnDropDown.Select();
UpdateItemText();
base.OnNetworkSpawn();
}
private void UpdateItemText()
{
ObjectToSpawnDropDown.itemText.text = m_OptionToNetworkObject[ObjectToSpawnDropDown.value].name;
}
private void OnValueChanged(int value)
{
UpdateItemText();
}
public override void OnNetworkDespawn()
{
ObjectToSpawnDropDown.ClearOptions();
m_OptionToNetworkObject.Clear();
base.OnNetworkDespawn();
}
}