74 lines
2.1 KiB
C#
74 lines
2.1 KiB
C#
using UnityEngine;
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namespace XRMultiplayer
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{
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/// <summary>
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/// A very simple script that will enable or disable objects based on the Network Connection State.
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/// </summary>
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public class ConnectionToggler : MonoBehaviour
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{
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/// <summary>
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/// Enables all objects on connect.
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/// Disables all objects on disconnect.
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/// </summary>
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[SerializeField] GameObject[] objectsToEnableOnline;
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/// <summary>
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/// Enables all objects on disconnect.
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/// Disables all objects on connect.
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/// </summary>
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[SerializeField] GameObject[] objectsToEnableOffline;
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/// <inheritdoc/>
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void OnEnable()
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{
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XRINetworkGameManager.Connected.Subscribe(ToggleNetworkObjects);
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ToggleNetworkObjects(XRINetworkGameManager.Connected.Value);
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}
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void Start()
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{
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XRINetworkGameManager.Instance.connectionFailedAction += (reason) =>
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{
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ToggleNetworkObjects(false);
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};
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}
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void OnDestroy()
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{
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XRINetworkGameManager.Instance.connectionFailedAction -= (reason) =>
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{
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ToggleNetworkObjects(false);
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};
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}
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/// <inheritdoc/>
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void OnDisable()
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{
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XRINetworkGameManager.Connected.Unsubscribe(ToggleNetworkObjects);
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}
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/// <summary>
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/// Toggles objects on or off based on whether or not connected.
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/// <see cref="m_Connected"/>
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/// </summary>
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/// <param name="online">
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/// Whether or not players are connected to a networked game.
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/// </param>
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protected virtual void ToggleNetworkObjects(bool online)
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{
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foreach (GameObject g in objectsToEnableOnline)
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{
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if (g == null) continue;
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g.SetActive(online);
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}
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foreach (GameObject g in objectsToEnableOffline)
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{
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if (g == null) continue;
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g.SetActive(!online);
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}
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}
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}
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}
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