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