forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			76 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using FishNet.Object;
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using FishNet.Utility.Performance;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace FishNet.Utility.Extension
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{
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    public static class SceneFN
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    {
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        #region Private.
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        /// <summary>
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        /// Used for performance gains when getting objects.
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        /// </summary>
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        private static List<GameObject> _gameObjectList = new List<GameObject>();
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        /// <summary>
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        /// List for NetworkObjects.
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        /// </summary>
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        private static List<NetworkObject> _networkObjectListA = new List<NetworkObject>();
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        /// <summary>
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        /// List for NetworkObjects.
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        /// </summary>
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        private static List<NetworkObject> _networkObjectListB = new List<NetworkObject>();
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        #endregion
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        /// <summary>
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        /// Gets all NetworkObjects in a scene.
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        /// </summary>
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        /// <param name="s">Scene to get objects in.</param>
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        /// <param name="firstOnly">True to only return the first NetworkObject within an object chain. False will return nested NetworkObjects.</param>
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        /// <param name="cache">ListCache of found NetworkObjects.</param>
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        /// <returns></returns>
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        public static void GetSceneNetworkObjects(Scene s, bool firstOnly, out ListCache<NetworkObject> nobCache)
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        {
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            nobCache = ListCaches.GetNetworkObjectCache();
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            //Iterate all root objects for the scene.
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            s.GetRootGameObjects(_gameObjectList);
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            foreach (GameObject go in _gameObjectList)
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            {
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                //Get NetworkObjects within children of each root.
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                go.GetComponentsInChildren<NetworkObject>(true, _networkObjectListA);
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                //If network objects are found.
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                if (_networkObjectListA.Count > 0)
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                {
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                    //Add only the first networkobject 
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                    if (firstOnly)
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                    {
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                        /* The easiest way to see if a nob is nested is to
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                         * get nobs in parent and if the count is greater than 1, then
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                         * it is nested. The technique used here isn't exactly fast but
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                         * it will only occur during scene loads, so I'm trading off speed
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                         * for effort and readability. */
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                        foreach (NetworkObject nob in _networkObjectListA)
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                        {
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                            nob.GetComponentsInParent<NetworkObject>(true, _networkObjectListB);
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                            //No extra nobs, only this one.
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                            if (_networkObjectListB.Count == 1)
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                                nobCache.AddValue(nob);
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                        }
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                    }
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                    //Not first only, add them all.
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                    else
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                    {
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                        nobCache.AddValues(_networkObjectListA);
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                    }
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                }
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            }
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        }
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    }
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} |