using System; using System.Collections.Generic; using System.Reflection; using UnityEngine; using UnityEditor; using Unity.Netcode.Editor.Configuration; namespace Unity.Netcode.Editor { /// /// The for /// [CustomEditor(typeof(NetworkBehaviour), true)] [CanEditMultipleObjects] public class NetworkBehaviourEditor : UnityEditor.Editor { private bool m_Initialized; private readonly List m_NetworkVariableNames = new List(); private readonly Dictionary m_NetworkVariableFields = new Dictionary(); private readonly Dictionary m_NetworkVariableObjects = new Dictionary(); private GUIContent m_NetworkVariableLabelGuiContent; private void Init(MonoScript script) { m_Initialized = true; m_NetworkVariableNames.Clear(); m_NetworkVariableFields.Clear(); m_NetworkVariableObjects.Clear(); m_NetworkVariableLabelGuiContent = new GUIContent("NetworkVariable", "This variable is a NetworkVariable. It can not be serialized and can only be changed during runtime."); var fields = script.GetClass().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy); for (int i = 0; i < fields.Length; i++) { var ft = fields[i].FieldType; if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true)) { m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name)); m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]); } } } private void RenderNetworkVariable(int index) { if (!m_NetworkVariableFields.ContainsKey(m_NetworkVariableNames[index])) { serializedObject.Update(); var scriptProperty = serializedObject.FindProperty("m_Script"); if (scriptProperty == null) { return; } var targetScript = scriptProperty.objectReferenceValue as MonoScript; Init(targetScript); } object value = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target); if (value == null) { var fieldType = m_NetworkVariableFields[m_NetworkVariableNames[index]].FieldType; var networkVariable = (NetworkVariableBase)Activator.CreateInstance(fieldType, true); m_NetworkVariableFields[m_NetworkVariableNames[index]].SetValue(target, networkVariable); } var type = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target).GetType(); var genericType = type.GetGenericArguments()[0]; EditorGUILayout.BeginHorizontal(); if (genericType.IsValueType) { var method = typeof(NetworkBehaviourEditor).GetMethod("RenderNetworkVariableValueType", BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic); var genericMethod = method.MakeGenericMethod(genericType); genericMethod.Invoke(this, new[] { (object)index }); } else { EditorGUILayout.LabelField("Type not renderable"); } GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x)); EditorGUILayout.EndHorizontal(); } private void RenderNetworkVariableValueType(int index) where T : unmanaged { var networkVariable = (NetworkVariable)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target); var type = typeof(T); object val = networkVariable.Value; string name = m_NetworkVariableNames[index]; var behaviour = (NetworkBehaviour)target; // Only server can MODIFY. So allow modification if network is either not running or we are server if (behaviour.IsBehaviourEditable()) { if (type == typeof(int)) { val = EditorGUILayout.IntField(name, (int)val); } else if (type == typeof(uint)) { val = (uint)EditorGUILayout.LongField(name, (long)((uint)val)); } else if (type == typeof(short)) { val = (short)EditorGUILayout.IntField(name, (int)((short)val)); } else if (type == typeof(ushort)) { val = (ushort)EditorGUILayout.IntField(name, (int)((ushort)val)); } else if (type == typeof(sbyte)) { val = (sbyte)EditorGUILayout.IntField(name, (int)((sbyte)val)); } else if (type == typeof(byte)) { val = (byte)EditorGUILayout.IntField(name, (int)((byte)val)); } else if (type == typeof(long)) { val = EditorGUILayout.LongField(name, (long)val); } else if (type == typeof(ulong)) { val = (ulong)EditorGUILayout.LongField(name, (long)((ulong)val)); } else if (type == typeof(bool)) { val = EditorGUILayout.Toggle(name, (bool)val); } else if (type == typeof(string)) { val = EditorGUILayout.TextField(name, (string)val); } else if (type.IsEnum) { val = EditorGUILayout.EnumPopup(name, (Enum)val); } else { EditorGUILayout.LabelField("Type not renderable"); } networkVariable.Value = (T)val; } else { EditorGUILayout.LabelField(name, EditorStyles.wordWrappedLabel); EditorGUILayout.SelectableLabel(val.ToString(), EditorStyles.wordWrappedLabel); } } /// public override void OnInspectorGUI() { if (!m_Initialized) { serializedObject.Update(); var scriptProperty = serializedObject.FindProperty("m_Script"); if (scriptProperty == null) { return; } var targetScript = scriptProperty.objectReferenceValue as MonoScript; Init(targetScript); } EditorGUI.BeginChangeCheck(); serializedObject.Update(); for (int i = 0; i < m_NetworkVariableNames.Count; i++) { RenderNetworkVariable(i); } var property = serializedObject.GetIterator(); bool expanded = true; while (property.NextVisible(expanded)) { if (m_NetworkVariableNames.Contains(property.name)) { // Skip rendering of NetworkVars, they have special rendering continue; } if (property.propertyType == SerializedPropertyType.ObjectReference) { if (property.name == "m_Script") { EditorGUI.BeginDisabledGroup(true); } EditorGUILayout.PropertyField(property, true); if (property.name == "m_Script") { EditorGUI.EndDisabledGroup(); } } else { EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(property, true); EditorGUILayout.EndHorizontal(); } expanded = false; } serializedObject.ApplyModifiedProperties(); EditorGUI.EndChangeCheck(); } /// /// Invoked once when a NetworkBehaviour component is /// displayed in the inspector view. /// private void OnEnable() { // This can be null and throw an exception when running test runner in the editor if (target == null) { return; } // When we first add a NetworkBehaviour this editor will be enabled // so we go ahead and check for an already existing NetworkObject here CheckForNetworkObject((target as NetworkBehaviour).gameObject); } /// /// Recursively finds the root parent of a /// /// The current we are inspecting for a parent /// the root parent for the first passed into the method public static Transform GetRootParentTransform(Transform transform) { if (transform.parent == null || transform.parent == transform) { return transform; } return GetRootParentTransform(transform.parent); } /// /// Used to determine if a GameObject has one or more NetworkBehaviours but /// does not already have a NetworkObject component. If not it will notify /// the user that NetworkBehaviours require a NetworkObject. /// /// to start checking for a /// used internally public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false) { // If there are no NetworkBehaviours or no gameObject, then exit early if (gameObject == null || (gameObject.GetComponent() == null && gameObject.GetComponentInChildren() == null)) { return; } // Now get the root parent transform to the current GameObject (or itself) var rootTransform = GetRootParentTransform(gameObject.transform); if (!rootTransform.TryGetComponent(out var networkManager)) { networkManager = rootTransform.GetComponentInChildren(); } // If there is a NetworkManager, then notify the user that a NetworkManager cannot have NetworkBehaviour components if (networkManager != null) { var networkBehaviours = networkManager.gameObject.GetComponents(); var networkBehavioursChildren = networkManager.gameObject.GetComponentsInChildren(); if (networkBehaviours.Length > 0 || networkBehavioursChildren.Length > 0) { if (EditorUtility.DisplayDialog("NetworkBehaviour or NetworkManager Cannot Be Added", $"{nameof(NetworkManager)}s cannot have {nameof(NetworkBehaviour)} components added to the root parent or any of its children." + $" Would you like to remove the NetworkManager or NetworkBehaviour?", "NetworkManager", "NetworkBehaviour")) { DestroyImmediate(networkManager); } else { foreach (var networkBehaviour in networkBehaviours) { DestroyImmediate(networkBehaviour); } foreach (var networkBehaviour in networkBehaviours) { DestroyImmediate(networkBehaviour); } } return; } } // Otherwise, check to see if there is any NetworkObject from the root GameObject down to all children. // If not, notify the user that NetworkBehaviours require that the relative GameObject has a NetworkObject component. if (!rootTransform.TryGetComponent(out var networkObject)) { networkObject = rootTransform.GetComponentInChildren(); if (networkObject == null) { // If we are removing a NetworkObject but there is still one or more NetworkBehaviour components // and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement // then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared" // again. if (networkObjectRemoved && NetcodeForGameObjectsSettings.GetAutoAddNetworkObjectSetting()) { Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}."); Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item."); } // Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it if (EditorUtility.DisplayDialog($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}", $"{gameObject.name} does not have a {nameof(NetworkObject)} component. Would you like to add one now?", "Yes", "No (manually add it)", DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsSettings.AutoAddNetworkObjectIfNoneExists)) { gameObject.AddComponent(); var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene(); UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(activeScene); UnityEditor.SceneManagement.EditorSceneManager.SaveScene(activeScene); } } } } } }