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103 行
3.6 KiB

using System;
namespace Unity.Netcode.TestHelpers.Runtime
{
public class ObjectNameIdentifier : NetworkBehaviour
{
private ulong m_CurrentOwner;
private ulong m_CurrentNetworkObjectId;
private bool m_IsRegistered;
private const char k_TagInfoStart = '{';
private const char k_TagInfoStop = '}';
/// <summary>
/// Keep a reference to the assigned NetworkObject
/// <see cref="OnDestroy"/>
/// </summary>
[NonSerialized]
private NetworkObject m_NetworkObject;
private string m_OriginalName;
public override void OnNetworkSpawn()
{
RegisterAndLabelNetworkObject();
}
protected void RegisterAndLabelNetworkObject()
{
if (!m_IsRegistered)
{
if (string.IsNullOrEmpty(m_OriginalName))
{
m_OriginalName = gameObject.name.Replace("(Clone)", "");
}
// This is required otherwise it will try to continue to update the NetworkBehaviour even if
// it has been destroyed.
m_NetworkObject = NetworkObject;
m_CurrentOwner = OwnerClientId;
m_CurrentNetworkObjectId = NetworkObjectId;
var serverOrClient = IsServer ? "Server" : "Client";
if (NetworkObject.IsPlayerObject)
{
gameObject.name = NetworkManager.LocalClientId == OwnerClientId ? $"{m_OriginalName}-{k_TagInfoStart}{OwnerClientId}{k_TagInfoStop}-Local{m_OriginalName}" :
$"{m_OriginalName}-{k_TagInfoStart}{OwnerClientId}{k_TagInfoStop}- On{serverOrClient}{k_TagInfoStart}{NetworkManager.LocalClientId}{k_TagInfoStop}";
}
else
{
gameObject.name = $"{m_OriginalName}{k_TagInfoStart}{NetworkObjectId}{k_TagInfoStop}-On{serverOrClient}{k_TagInfoStart}{NetworkManager.LocalClientId}{k_TagInfoStop}";
}
// Don't add the player objects to the global list of NetworkObjects
if (!NetworkObject.IsPlayerObject)
{
NetcodeIntegrationTest.RegisterNetworkObject(NetworkObject);
}
m_IsRegistered = true;
}
}
protected void DeRegisterNetworkObject()
{
if (m_IsRegistered)
{
NetcodeIntegrationTest.DeregisterNetworkObject(m_CurrentOwner, m_CurrentNetworkObjectId);
m_IsRegistered = false;
}
}
public override void OnLostOwnership()
{
DeRegisterNetworkObject();
RegisterAndLabelNetworkObject();
}
public override void OnGainedOwnership()
{
DeRegisterNetworkObject();
RegisterAndLabelNetworkObject();
}
public override void OnNetworkDespawn()
{
DeRegisterNetworkObject();
}
public override void OnDestroy()
{
if (m_NetworkObject != null)
{
DeRegisterNetworkObject();
// This is required otherwise it will try to continue to update the NetworkBehaviour even if
// it has been destroyed (most likely integration test specific)
if (m_NetworkObject.ChildNetworkBehaviours != null && m_NetworkObject.ChildNetworkBehaviours.Contains(this))
{
NetworkObject.ChildNetworkBehaviours.Remove(this);
}
m_NetworkObject = null;
}
base.OnDestroy();
}
}
}