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m_Script: {fileID: 11500000, guid: 35a2bd0c61af2e748baf691259d854b2, type: 3} + m_Script: {fileID: 11500000, guid: 26959b86971a57048a257d2675b6e8d7, type: 3} m_Name: m_EditorClassIdentifier: DrawOffset: {x: 10, y: 10} @@ -922,10 +883,9 @@ GameObject: - component: {fileID: 1056217937} - component: {fileID: 1056217936} - component: {fileID: 1056217935} - - component: {fileID: 1056217934} m_Layer: 0 m_Name: Left - m_TagString: Untagged + m_TagString: Wall m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 @@ -944,18 +904,6 @@ Transform: m_Father: {fileID: 1118650249} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} ---- !u!114 &1056217934 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 1056217932} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: d3e88c65ecf58e842a56c9a28c551a30, type: 3} - m_Name: - m_EditorClassIdentifier: --- !u!61 &1056217935 BoxCollider2D: m_ObjectHideFlags: 0 @@ -1160,7 +1108,7 @@ AudioListener: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1667533368} - m_Enabled: 0 + m_Enabled: 1 --- !u!124 &1667533371 Behaviour: m_ObjectHideFlags: 0 diff --git a/Basic/2DSpaceShooter/Assets/network.unity.meta b/Basic/2DSpaceShooter/Assets/Scenes/network.unity.meta similarity index 100% rename from Basic/2DSpaceShooter/Assets/network.unity.meta rename to Basic/2DSpaceShooter/Assets/Scenes/network.unity.meta diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Asteroid.cs b/Basic/2DSpaceShooter/Assets/Scripts/Asteroid.cs index 18f3f1224..ab8115139 100644 --- a/Basic/2DSpaceShooter/Assets/Scripts/Asteroid.cs +++ b/Basic/2DSpaceShooter/Assets/Scripts/Asteroid.cs @@ -1,6 +1,5 @@ using UnityEngine; using MLAPI; -using MLAPI.Extensions; using MLAPI.NetworkVariable; using UnityEngine.Assertions; diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Bullet.cs b/Basic/2DSpaceShooter/Assets/Scripts/Bullet.cs index b9ab9ee6b..b350a8ec2 100644 --- a/Basic/2DSpaceShooter/Assets/Scripts/Bullet.cs +++ b/Basic/2DSpaceShooter/Assets/Scripts/Bullet.cs @@ -1,7 +1,6 @@ using System; using UnityEngine; using MLAPI; -using MLAPI.Extensions; public class Bullet : NetworkBehaviour { @@ -46,27 +45,26 @@ private void DestroyBullet() void OnCollisionEnter2D(Collision2D other) { + var otherObject = other.gameObject; + if (!NetworkManager.Singleton.IsServer || !NetworkObject.IsSpawned) { return; } - - var asteroid = other.gameObject.GetComponent(); - if (asteroid != null) + + if (otherObject.TryGetComponent(out var asteroid)) { asteroid.Explode(); DestroyBullet(); + return; } - - var wall = other.gameObject.GetComponent(); - var obstacle = other.gameObject.GetComponent(); - if (m_Bounce == false && (wall != null || obstacle != null)) + + if (m_Bounce == false && (otherObject.CompareTag("Wall") || otherObject.CompareTag("Obstacle"))) { DestroyBullet(); } - - var shipControl = other.gameObject.GetComponent(); - if (shipControl != null) + + if (otherObject.TryGetComponent(out var shipControl)) { if (shipControl != m_Owner) { diff --git a/Basic/2DSpaceShooter/Assets/Scripts/NetworkManagerHud.cs b/Basic/2DSpaceShooter/Assets/Scripts/NetworkManagerHud.cs new file mode 100644 index 000000000..bac8cf1f5 --- /dev/null +++ b/Basic/2DSpaceShooter/Assets/Scripts/NetworkManagerHud.cs @@ -0,0 +1,130 @@ +using System; +using System.Runtime.CompilerServices; +using MLAPI; +using MLAPI.Transports.UNET; +using UnityEngine; + +[RequireComponent(typeof(NetworkManager))] +[DisallowMultipleComponent] +public class NetworkManagerHud : MonoBehaviour +{ + NetworkManager m_NetworkManager; + + UNetTransport m_Transport; + + GUIStyle m_LabelTextStyle; + + // This is needed to make the port field more convenient. GUILayout.TextField is very limited and we want to be able to clear the field entirely so we can't cache this as ushort. + string m_PortString; + + public Vector2 DrawOffset = new Vector2(10, 10); + + public Color LabelColor = Color.black; + + void Awake() + { + // Only cache networking manager but not transport here because transport could change anytime. + m_NetworkManager = GetComponent(); + m_LabelTextStyle = new GUIStyle(GUIStyle.none); + } + + void OnGUI() + { + m_LabelTextStyle.normal.textColor = LabelColor; + + m_Transport = (UNetTransport)m_NetworkManager.NetworkConfig.NetworkTransport; + + if (m_PortString == null) + { + m_PortString = m_Transport.ConnectPort.ToString(); + } + + GUILayout.BeginArea(new Rect(DrawOffset, new Vector2(200, 200))); + + if (IsRunning(m_NetworkManager)) + { + DrawStatusGUI(); + } + else + { + DrawConnectGUI(); + } + + GUILayout.EndArea(); + } + + void DrawConnectGUI() + { + GUILayout.BeginHorizontal(); + GUILayout.Space(10); + GUILayout.Label("Address", m_LabelTextStyle); + GUILayout.Label("Port", m_LabelTextStyle); + + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + + m_Transport.ConnectAddress = GUILayout.TextField(m_Transport.ConnectAddress); + m_PortString = GUILayout.TextField(m_PortString); + if (ushort.TryParse(m_PortString, out ushort port)) + { + m_Transport.ConnectPort = port; + } + + GUILayout.EndHorizontal(); + + if (GUILayout.Button("Host (Server + Client)")) + { + m_NetworkManager.StartHost(); + } + + GUILayout.BeginHorizontal(); + + if (GUILayout.Button("Server")) + { + m_NetworkManager.StartServer(); + } + + if (GUILayout.Button("Client")) + { + m_NetworkManager.StartClient(); + } + + GUILayout.EndHorizontal(); + } + + void DrawStatusGUI() + { + if (m_NetworkManager.IsServer) + { + var mode = m_NetworkManager.IsHost ? "Host" : "Server"; + GUILayout.Label($"{mode} active on port: {m_Transport.ConnectPort.ToString()}", m_LabelTextStyle); + } + else + { + if (m_NetworkManager.IsConnectedClient) + { + GUILayout.Label($"Client connected {m_Transport.ConnectAddress}:{m_Transport.ConnectPort.ToString()}", m_LabelTextStyle); + } + } + + if (GUILayout.Button("Stop")) + { + if (m_NetworkManager.IsHost) + { + m_NetworkManager.StopHost(); + } + else if (m_NetworkManager.IsServer) + { + m_NetworkManager.StopServer(); + } + else if (m_NetworkManager.IsClient) + { + m_NetworkManager.StopClient(); + } + } + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + bool IsRunning(NetworkManager networkManager) => networkManager.IsServer || networkManager.IsClient; +} diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Obstacle.cs.meta b/Basic/2DSpaceShooter/Assets/Scripts/NetworkManagerHud.cs.meta similarity index 65% rename from Basic/2DSpaceShooter/Assets/Scripts/Obstacle.cs.meta rename to Basic/2DSpaceShooter/Assets/Scripts/NetworkManagerHud.cs.meta index 5898a767f..cb32e6154 100644 --- a/Basic/2DSpaceShooter/Assets/Scripts/Obstacle.cs.meta +++ b/Basic/2DSpaceShooter/Assets/Scripts/NetworkManagerHud.cs.meta @@ -1,9 +1,11 @@ fileFormatVersion: 2 -guid: a4fd2cd3e23a0294aabd78ebd058a662 +guid: 26959b86971a57048a257d2675b6e8d7 MonoImporter: + externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: + assetBundleVariant: diff --git a/Basic/2DSpaceShooter/Assets/Scripts/NetworkObjectPool.cs b/Basic/2DSpaceShooter/Assets/Scripts/NetworkObjectPool.cs new file mode 100644 index 000000000..9c729c928 --- /dev/null +++ b/Basic/2DSpaceShooter/Assets/Scripts/NetworkObjectPool.cs @@ -0,0 +1,179 @@ +using System; +using System.Collections.Generic; +using System.Runtime.CompilerServices; +using MLAPI; +using MLAPI.Spawning; +using UnityEngine; +using UnityEngine.Assertions; + +public class NetworkObjectPool : MonoBehaviour +{ + [SerializeField] + List PooledPrefabsList; + + Dictionary prefabs = new Dictionary(); + + Dictionary> pooledObjects = new Dictionary>(); + + public void Awake() + { + InitializePool(); + } + + public void OnValidate() + { + for (var i = 0; i < PooledPrefabsList.Count; i++) + { + var prefab = PooledPrefabsList[i].Prefab; + if (prefab != null) + { + Assert.IsNotNull(prefab.GetComponent(), $"{nameof(NetworkObjectPool)}: Pooled prefab \"{prefab.name}\" at index {i.ToString()} has no {nameof(NetworkObject)} component."); + } + } + } + + /// + /// Gets a instance of a network object based on the prefab hash. + /// + /// The prefab hash to identify the object. + /// + public GameObject GetNetworkObject(ulong prefabHash) + { + return GetNetworkObjectInternal(prefabHash, Vector3.zero, Quaternion.identity).gameObject; + } + + /// + /// Gets a instance of a network object based on the prefab hash. + /// + /// The prefab hash to identify the object. + /// The position to spawn the object at. + /// The rotation to spawn the object with. + /// + public GameObject GetNetworkObject(ulong prefabHash, Vector3 position, Quaternion rotation) + { + return GetNetworkObjectInternal(prefabHash, position, rotation).gameObject; + } + + /// + /// Gets an instance of the given prefab from the pool. The prefab must be registered to the pool. + /// + /// + /// + public GameObject GetNetworkObject(GameObject prefab) + { + var networkObject = prefab.GetComponent(); + + Assert.IsNotNull(networkObject, $"{nameof(prefab)} must have {nameof(networkObject)} component."); + + return GetNetworkObject(networkObject.PrefabHash); + } + + /// + /// Return an object to the pool (and reset them). + /// + public void ReturnNetworkObject(NetworkObject networkObject) + { + var go = networkObject.gameObject; + + // In this simple example pool we just disable objects while they are in the pool. But we could call a function on the object here for more flexibility. + go.SetActive(false); + go.transform.SetParent(transform); + pooledObjects[networkObject.PrefabHash].Enqueue(networkObject); + } + + /// + /// Adds a prefab to the list of spawnable prefabs. + /// + /// The prefab to add. + /// + public void AddPrefab(GameObject prefab, int prewarmCount = 0) + { + var networkObject = prefab.GetComponent(); + + Assert.IsNotNull(networkObject, $"{nameof(prefab)} must have {nameof(networkObject)} component."); + Assert.IsFalse(prefabs.ContainsKey(networkObject.PrefabHash), $"Prefab {prefab.name} (PrefabHashGenerator: {networkObject.PrefabHashGenerator}) is already registered in the pool."); + + RegisterPrefabInternal(prefab, prewarmCount); + } + + /// + /// Builds up the cache for a prefab. + /// + private void RegisterPrefabInternal(GameObject prefab, int prewarmCount) + { + var networkObject = prefab.GetComponent(); + var prefabHash = networkObject.PrefabHash; + + prefabs[prefabHash] = prefab; + + var prefabQueue = new Queue(); + pooledObjects[prefabHash] = prefabQueue; + + for (int i = 0; i < prewarmCount; i++) + { + var go = CreateInstance(prefabHash); + ReturnNetworkObject(go.GetComponent()); + } + + // Register MLAPI Spawn handlers + + NetworkSpawnManager.RegisterDestroyHandler(prefabHash, ReturnNetworkObject); + NetworkSpawnManager.RegisterSpawnHandler(prefabHash, (position, rotation) => GetNetworkObjectInternal(prefabHash, position, rotation)); + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + private GameObject CreateInstance(ulong prefabHash) + { + return Instantiate(prefabs[prefabHash]); + } + + /// + /// This matches the signature of + /// + /// + /// + /// + /// + private NetworkObject GetNetworkObjectInternal(ulong prefabHash, Vector3 position, Quaternion rotation) + { + var queue = pooledObjects[prefabHash]; + + NetworkObject networkObject; + if (queue.Count > 0) + { + networkObject = queue.Dequeue(); + } + else + { + networkObject = CreateInstance(prefabHash).GetComponent(); + } + + // Here we must reverse the logic in ReturnNetworkObject. + var go = networkObject.gameObject; + go.transform.SetParent(null); + go.SetActive(true); + + go.transform.position = position; + go.transform.rotation = rotation; + + return networkObject; + } + + /// + /// Registers all objects in to the cache. + /// + private void InitializePool() + { + foreach (var configObject in PooledPrefabsList) + { + RegisterPrefabInternal(configObject.Prefab, configObject.PrewarmCount); + } + } +} + +[Serializable] +struct PoolConfigObject +{ + public GameObject Prefab; + public int PrewarmCount; +} diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Wall.cs.meta b/Basic/2DSpaceShooter/Assets/Scripts/NetworkObjectPool.cs.meta similarity index 65% rename from Basic/2DSpaceShooter/Assets/Scripts/Wall.cs.meta rename to Basic/2DSpaceShooter/Assets/Scripts/NetworkObjectPool.cs.meta index fdc7ba000..4afc489ec 100644 --- a/Basic/2DSpaceShooter/Assets/Scripts/Wall.cs.meta +++ b/Basic/2DSpaceShooter/Assets/Scripts/NetworkObjectPool.cs.meta @@ -1,9 +1,11 @@ fileFormatVersion: 2 -guid: d3e88c65ecf58e842a56c9a28c551a30 +guid: d2e48fbd6d33eab48807525003196759 MonoImporter: + externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: + assetBundleVariant: diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Obstacle.cs b/Basic/2DSpaceShooter/Assets/Scripts/Obstacle.cs deleted file mode 100644 index f34cd72c0..000000000 --- a/Basic/2DSpaceShooter/Assets/Scripts/Obstacle.cs +++ /dev/null @@ -1,4 +0,0 @@ -using UnityEngine; - -public class Obstacle : MonoBehaviour { -} diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Powerup.cs b/Basic/2DSpaceShooter/Assets/Scripts/Powerup.cs index e4f4699b2..c410ab054 100644 --- a/Basic/2DSpaceShooter/Assets/Scripts/Powerup.cs +++ b/Basic/2DSpaceShooter/Assets/Scripts/Powerup.cs @@ -1,6 +1,5 @@ using UnityEngine; using MLAPI; -using MLAPI.Extensions; using MLAPI.NetworkVariable; using UnityEngine.Assertions; diff --git a/Basic/2DSpaceShooter/Assets/Scripts/ShipControl.cs b/Basic/2DSpaceShooter/Assets/Scripts/ShipControl.cs index eef968ed2..3efd252bf 100644 --- a/Basic/2DSpaceShooter/Assets/Scripts/ShipControl.cs +++ b/Basic/2DSpaceShooter/Assets/Scripts/ShipControl.cs @@ -1,6 +1,5 @@ using System; using MLAPI; -using MLAPI.Extensions; using MLAPI.Messaging; using MLAPI.NetworkVariable; using UnityEngine; diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Spawner.cs b/Basic/2DSpaceShooter/Assets/Scripts/Spawner.cs index d8e6e5e0e..41abc8eb1 100644 --- a/Basic/2DSpaceShooter/Assets/Scripts/Spawner.cs +++ b/Basic/2DSpaceShooter/Assets/Scripts/Spawner.cs @@ -1,5 +1,4 @@ using MLAPI; -using MLAPI.Extensions; using UnityEngine; public class Spawner : MonoBehaviour diff --git a/Basic/2DSpaceShooter/Assets/Scripts/Wall.cs b/Basic/2DSpaceShooter/Assets/Scripts/Wall.cs deleted file mode 100644 index e98737515..000000000 --- a/Basic/2DSpaceShooter/Assets/Scripts/Wall.cs +++ /dev/null @@ -1,16 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class Wall : MonoBehaviour { - - // Use this for initialization - void Start () { - - } - - // Update is called once per frame - void Update () { - - } -} - diff --git a/Basic/2DSpaceShooter/Assets/ShooterNetManager.cs b/Basic/2DSpaceShooter/Assets/ShooterNetManager.cs deleted file mode 100644 index f2ecef73d..000000000 --- a/Basic/2DSpaceShooter/Assets/ShooterNetManager.cs +++ /dev/null @@ -1,67 +0,0 @@ -// using UnityEngine; -// using System.Collections.Generic; -// using UnityEngine.Networking; -// -// public class ShooterNetManager : NetworkManager { -// -// public GameObject bulletPrefab; -// -// public int BulletsInPool = 50; -// public int BulletsToStart = 5; -// public List bullets; -// // -// // void AddBulletToPool() -// // { -// // var bullet = Instantiate(bulletPrefab, Vector3.zero, Quaternion.identity); -// // bullet.SetActive(false); -// // DontDestroyOnLoad(bullet); -// // bullets.Add(bullet); -// // } -// -// void OnLevelLoaded() -// { -// for (int i=0; i < BulletsInPool; i++) -// { -// bullets[i].SetActive(false); -// } -// -// } -// -// // int FindFreeBulletIndex() -// // { -// // for (int i=0; i < BulletsInPool; i++) -// // { -// // if (i >= bullets.Count) -// // { -// // AddBulletToPool(); -// // } -// // if (bullets[i].activeSelf == false) -// // { -// // return i; -// // } -// // } -// // return -1; -// // } -// // -// -// // public GameObject OnSpawnBullet(Vector3 position, string assetId) -// // { -// // int bulletIndex = FindFreeBulletIndex(); -// // if (bulletIndex == -1) -// // { -// // Debug.LogError("no more bullets"); -// // return null; -// // } -// // -// // GameObject newBullet = bullets[bulletIndex]; -// // newBullet.transform.position = position; -// // newBullet.SetActive(true); -// // return newBullet; -// // } -// -// public void OnUnSpawnBullet(GameObject spawned) -// { -// spawned.SetActive(false); -// } -// -// } diff --git a/Basic/2DSpaceShooter/Assets/ShooterNetManager.cs.meta b/Basic/2DSpaceShooter/Assets/ShooterNetManager.cs.meta deleted file mode 100644 index 39dd7f54f..000000000 --- a/Basic/2DSpaceShooter/Assets/ShooterNetManager.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 2746480bbc3ec884895fef6efb26b88f -MonoImporter: - 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