Create namespaces.
This commit is contained in:
parent
ac6e5dfe2a
commit
36dad5e642
@ -1,49 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// A syncable component that all characters have. Controls the character's subsystems.
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/// </summary>
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public class Character : SyncBase {
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/// <summary>
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/// How fast the player should move in Unity's spatial units per second.
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/// </summary>
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public float MovementSpeed = 5.0f;
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/// <summary>
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/// The character controller, used to move the character. Handles collisions.
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/// </summary>
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public CharacterController CharacterController;
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private Vector3 MovementDirection = new Vector3();
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/// <summary>
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/// Moves the character in the given direction.
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/// </summary>
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/// <param name="Direction">Movement direction.</param>
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public void Move(Vector3 Direction) {
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if (!Direction.Equals(MovementDirection)) {
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MovementDirection = Direction.normalized;
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}
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}
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/// <summary>
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/// Stops the player from moving.
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/// </summary>
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public void Stop() {
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if (Moving()) {
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MovementDirection = new Vector3();
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}
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}
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/// <summary>
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/// Whether the player is moving or not.
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/// </summary>
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public bool Moving() {
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return MovementDirection.sqrMagnitude != 0;
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}
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private void FixedUpdate() {
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CharacterController.Move(MovementDirection * MovementSpeed * Time.fixedDeltaTime);
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}
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}
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@ -4,26 +4,32 @@ using System.Text.RegularExpressions;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Cyber.Console {
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/// <summary>
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/// Controls an input and an output to implement a console interface to call
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/// arbitrary commands which can be set from anywhere in the program through
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/// <see cref="Term"/>.
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/// </summary>
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public class DebugConsole : MonoBehaviour {
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private static readonly Regex CommandPartRegex = new Regex("([^ \"]+ )|(\"[^\"]+\")");
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/// <summary>
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/// The parent of the <see cref="InputField"/> and <see cref="TextField"/>.
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/// </summary>
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public GameObject Panel;
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/// <summary>
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/// The input for the console.
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/// </summary>
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public InputField InputField;
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/// <summary>
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/// The output for the console.
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/// </summary>
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public Text TextField;
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/// <summary>
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/// Controls the visibility of the console. For how this is controlled in-game, see <see cref="Update"/>.
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/// </summary>
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@ -152,3 +158,4 @@ public class DebugConsole : MonoBehaviour {
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Rect.offsetMin = OffsetMin;
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}
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}
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}
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@ -1,14 +1,18 @@
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using System.Collections.Generic;
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namespace Cyber.Console {
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/// <summary>
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/// Class that defines an action that commands in the
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/// <see cref="DebugConsole"/> might use.
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/// </summary>
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public class DebugConsoleAction {
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/// <summary>
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/// A delegate for all of the actions that commands do.
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/// </summary>
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public delegate void Action(List<string> command);
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/// <summary>
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/// A description that will be shown when using the "help (command)" command in the console.
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/// </summary>
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@ -34,3 +38,4 @@ public class DebugConsoleAction {
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ActionFunc(command);
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}
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}
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}
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@ -2,10 +2,13 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cyber.Console {
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/// <summary>
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/// A class that has static functions for printing text in the DebugConsole.
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/// </summary>
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public class Term {
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private static DebugConsole Console;
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/// <summary>
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@ -64,3 +67,4 @@ public class Term {
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}
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}
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}
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}
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9
Assets/Scripts/Controls.meta
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9
Assets/Scripts/Controls.meta
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fileFormatVersion: 2
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guid: ed8f719cfc1ca409787d1cbcb89e6fca
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folderAsset: yes
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timeCreated: 1494276190
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licenseType: Free
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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35
Assets/Scripts/Controls/PlayerController.cs
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35
Assets/Scripts/Controls/PlayerController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cyber.Entities;
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using Cyber.Console;
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namespace Cyber.Controls {
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/// <summary>
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/// Controls the player character. Shouldn't exist on the server, and only one
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/// should exist per client (the character that client is controlling).
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/// </summary>
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public class PlayerController : MonoBehaviour {
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/// <summary>
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/// The character this controller should control.
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/// </summary>
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public Character Character;
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private void Update() {
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if (!Term.IsVisible()) {
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// Handle inputs
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Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
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if (Move.sqrMagnitude != 0) {
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Character.Move(transform.TransformDirection(Move));
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} else if (Character.Moving()) {
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Character.Stop();
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}
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} else if (Character.Moving()) {
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// The debug console is open, stop the player.
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Character.Stop();
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}
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}
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}
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}
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9
Assets/Scripts/Entities.meta
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9
Assets/Scripts/Entities.meta
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fileFormatVersion: 2
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guid: c0ce6f05a0f994c00be318d1738f7749
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folderAsset: yes
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timeCreated: 1494276297
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licenseType: Free
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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54
Assets/Scripts/Entities/Character.cs
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54
Assets/Scripts/Entities/Character.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cyber.Entities {
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/// <summary>
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/// A syncable component that all characters have. Controls the character's subsystems.
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/// </summary>
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public class Character : SyncBase {
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/// <summary>
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/// How fast the player should move in Unity's spatial units per second.
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/// </summary>
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public float MovementSpeed = 5.0f;
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/// <summary>
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/// The character controller, used to move the character. Handles collisions.
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/// </summary>
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public CharacterController CharacterController;
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private Vector3 MovementDirection = new Vector3();
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/// <summary>
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/// Moves the character in the given direction.
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/// </summary>
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/// <param name="Direction">Movement direction.</param>
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public void Move(Vector3 Direction) {
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if (!Direction.Equals(MovementDirection)) {
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MovementDirection = Direction.normalized;
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}
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}
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/// <summary>
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/// Stops the player from moving.
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/// </summary>
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public void Stop() {
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if (Moving()) {
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MovementDirection = new Vector3();
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}
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}
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/// <summary>
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/// Whether the player is moving or not.
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/// </summary>
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public bool Moving() {
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return MovementDirection.sqrMagnitude != 0;
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}
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private void FixedUpdate() {
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CharacterController.Move(MovementDirection * MovementSpeed * Time.fixedDeltaTime);
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}
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}
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}
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24
Assets/Scripts/Entities/EntityType.cs
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24
Assets/Scripts/Entities/EntityType.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cyber.Entities {
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/// <summary>
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/// Types of entities. Every entity type has its own prefab, see
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/// <see cref="Spawner"/>.
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/// </summary>
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public enum EntityType {
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/// <summary>
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/// Player character.
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/// </summary>
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PC,
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/// <summary>
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/// Non player character.
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/// </summary>
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NPC
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}
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}
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69
Assets/Scripts/Entities/Spawner.cs
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69
Assets/Scripts/Entities/Spawner.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cyber.Console;
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namespace Cyber.Entities {
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/// <summary>
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/// A utility class to spawn entities into the world based on
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/// their <see cref="EntityType"/> and .
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/// </summary>
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public class Spawner : MonoBehaviour {
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/// <summary>
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/// The <see cref="SyncDB"/> this <see cref="Spawner"/> should be using to
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/// set entities' IDs.
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/// </summary>
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public SyncDB SyncDB;
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/// <summary>
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/// The <see cref="EntityType.PC"/> prefab.
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/// </summary>
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public GameObject PCEntityPrefab;
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/// <summary>
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/// The <see cref="EntityType.NPC"/> prefab.
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/// </summary>
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public GameObject NPCEntityPrefab;
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/// <summary>
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/// Spawns an entity and returns that entity.
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/// </summary>
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/// <param name="type">Type.</param>
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/// <param name="position">Position.</param>
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/// <param name="ids">The ids of the entity's synced components. Should be
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/// set if they exist already (eg. the server has sent them over). These
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/// ids should be from <see cref="SyncDB.GetEntityIDs"/>. To create new
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/// ids, leave as the default (null).</param>
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public GameObject Spawn(EntityType type, Vector3 position, uint[] ids = null) {
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GameObject Spawned = null;
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switch (type) {
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case EntityType.PC:
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Spawned = Instantiate(PCEntityPrefab, position, new Quaternion(), transform);
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break;
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case EntityType.NPC:
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Spawned = Instantiate(NPCEntityPrefab, position, new Quaternion(), transform);
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break;
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}
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if (Spawned != null) {
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if (ids != null) {
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SyncDB.AddEntity(Spawned, ids);
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} else {
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SyncDB.AddEntity(Spawned, SyncDB.GetNewEntityIDs(Spawned));
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}
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}
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return Spawned;
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}
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private void Start() {
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Spawn(EntityType.PC, new Vector3());
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}
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private void Update() {
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if (Input.GetButtonDown("Jump") && !Term.IsVisible()) {
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Spawn(EntityType.NPC, new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-2f, 2f)));
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}
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}
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}
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}
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19
Assets/Scripts/Entities/SyncBase.cs
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19
Assets/Scripts/Entities/SyncBase.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cyber.Entities {
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/// <summary>
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/// A base class for all syncable components. An instance of
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/// <see cref="SyncDB"/> will contain all of the game's synced components.
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/// </summary>
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public class SyncBase : MonoBehaviour {
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/// <summary>
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/// The ID this syncable component can be found with from its parent
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/// <see cref="SyncDB"/>.
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/// </summary>
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public uint ID;
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}
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}
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108
Assets/Scripts/Entities/SyncDB.cs
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108
Assets/Scripts/Entities/SyncDB.cs
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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namespace Cyber.Entities {
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/// <summary>
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/// A database of the game's all syncable components. Syncable components are
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/// the instances of the subclasses of <see cref="SyncBase"/>.
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/// </summary>
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public class SyncDB : MonoBehaviour {
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private static readonly Type[] SyncableClasses = new Type[] {
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typeof(Character)
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};
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private uint IDCounter = 0;
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private Dictionary<uint, SyncBase> Database = new Dictionary<uint, SyncBase>();
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/// <summary>
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/// Add an entity to the database with the given IDs.
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/// </summary>
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/// <param name="gameObject">Game object.</param>
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/// <param name="ids">The IDs. Should be from <see cref="GetEntityIDs"/> or
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/// <see cref="GetNewEntityIDs"/>, since the order is important.</param>
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public void AddEntity(GameObject gameObject, uint[] ids) {
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int Index = 0;
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for (int i = 0; i < SyncableClasses.Length; i++) {
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SyncBase Syncable = (SyncBase)gameObject.GetComponent(SyncableClasses[i]);
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if (Syncable != null) {
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Syncable.ID = ids[Index];
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Database[ids[Index++]] = Syncable;
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}
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}
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}
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/// <summary>
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/// Makes an ordered list of the given gameobject's syncable components'
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/// IDs.
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/// </summary>
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/// <returns>The IDs.</returns>
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/// <param name="gameObject">Game object.</param>
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/// <param name="newIDs">Whether or not new IDs are created.
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/// <see cref="GetNewEntityIDs"/> is a shorthand for this function with
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/// this parameter set to true.</param>
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public uint[] GetEntityIDs(GameObject gameObject, bool newIDs = false) {
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List<uint> IDs = new List<uint>();
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for (int i = 0; i < SyncableClasses.Length; i++) {
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SyncBase Syncable = (SyncBase)gameObject.GetComponent(SyncableClasses[i]);
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if (Syncable != null) {
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if (newIDs) {
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Syncable.ID = CreateID();
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}
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IDs.Add(Syncable.ID);
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}
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}
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uint[] IDArray = new uint[IDs.Count];
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for (int i = 0; i < IDs.Count; i++) {
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IDArray[i] = IDs[i];
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}
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return IDArray;
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}
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/// <summary>
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/// Creates an ordered list of the given gameobject's syncable components'
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/// IDs. See <see cref="GetEntityIDs"/> for more information.
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/// </summary>
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/// <returns>The new IDs.</returns>
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/// <param name="gameObject">Game object.</param>
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public uint[] GetNewEntityIDs(GameObject gameObject) {
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return GetEntityIDs(gameObject, true);
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}
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/// <summary>
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/// Get a synced component by its ID.
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/// </summary>
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/// <param name="id">The ID.</param>
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public SyncBase Get(uint id) {
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return Database[id];
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}
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/// <summary>
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/// Creates a new ID which isn't in use yet.
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/// </summary>
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/// <returns>A new, free ID.</returns>
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public uint CreateID() {
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uint ID;
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try {
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ID = IDCounter++;
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} catch (OverflowException) {
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ID = 0;
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IDCounter = 1;
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}
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while (Database.ContainsKey(ID) && ID < uint.MaxValue) {
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ID++;
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if (ID < uint.MaxValue - 1)
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IDCounter = ID + 1;
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}
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if (Database.ContainsKey(ID)) {
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// Somehow we've managed to fill up the whole database.
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// I can't even imagine why or how.
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Debug.LogError("!!!WARNING!!! The SyncDB is full. Update the game to use longs instead of uints. !!!WARNING!!!");
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}
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return ID;
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}
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}
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}
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@ -1,18 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Types of entities. Every entity type has its own prefab, see
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/// <see cref="Spawner"/>.
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/// </summary>
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public enum EntityType {
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/// <summary>
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/// Player character.
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/// </summary>
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PC,
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/// <summary>
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/// Non player character.
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/// </summary>
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NPC
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}
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@ -2,6 +2,7 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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using Cyber.Console;
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/// <summary>
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/// Client-class used to connecting to a server and communicating to it.
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|
@ -3,6 +3,7 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using Cyber.Console;
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/// <summary>
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/// This class is used pretty much anywhere in order to make the "first step" of networking.
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|
@ -2,6 +2,7 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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using Cyber.Console;
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/// <summary>
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/// Server-class used to host a server and communicate to clients.
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|
@ -1,29 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
|
||||
/// Controls the player character. Shouldn't exist on the server, and only one
|
||||
/// should exist per client (the character that client is controlling).
|
||||
/// </summary>
|
||||
public class PlayerController : MonoBehaviour {
|
||||
/// <summary>
|
||||
/// The character this controller should control.
|
||||
/// </summary>
|
||||
public Character Character;
|
||||
|
||||
private void Update() {
|
||||
if (!Term.IsVisible()) {
|
||||
// Handle inputs
|
||||
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
|
||||
if (Move.sqrMagnitude != 0) {
|
||||
Character.Move(transform.TransformDirection(Move));
|
||||
} else if (Character.Moving()) {
|
||||
Character.Stop();
|
||||
}
|
||||
} else if (Character.Moving()) {
|
||||
// The debug console is open, stop the player.
|
||||
Character.Stop();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,62 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// A utility class to spawn entities into the world based on
|
||||
/// their <see cref="EntityType"/> and .
|
||||
/// </summary>
|
||||
public class Spawner : MonoBehaviour {
|
||||
/// <summary>
|
||||
/// The <see cref="SyncDB"/> this <see cref="Spawner"/> should be using to
|
||||
/// set entities' IDs.
|
||||
/// </summary>
|
||||
public SyncDB SyncDB;
|
||||
/// <summary>
|
||||
/// The <see cref="EntityType.PC"/> prefab.
|
||||
/// </summary>
|
||||
public GameObject PCEntityPrefab;
|
||||
/// <summary>
|
||||
/// The <see cref="EntityType.NPC"/> prefab.
|
||||
/// </summary>
|
||||
public GameObject NPCEntityPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// Spawns an entity and returns that entity.
|
||||
/// </summary>
|
||||
/// <param name="type">Type.</param>
|
||||
/// <param name="position">Position.</param>
|
||||
/// <param name="ids">The ids of the entity's synced components. Should be
|
||||
/// set if they exist already (eg. the server has sent them over). These
|
||||
/// ids should be from <see cref="SyncDB.GetEntityIDs"/>. To create new
|
||||
/// ids, leave as the default (null).</param>
|
||||
public GameObject Spawn(EntityType type, Vector3 position, uint[] ids = null) {
|
||||
GameObject Spawned = null;
|
||||
switch (type) {
|
||||
case EntityType.PC:
|
||||
Spawned = Instantiate(PCEntityPrefab, position, new Quaternion(), transform);
|
||||
break;
|
||||
case EntityType.NPC:
|
||||
Spawned = Instantiate(NPCEntityPrefab, position, new Quaternion(), transform);
|
||||
break;
|
||||
}
|
||||
if (Spawned != null) {
|
||||
if (ids != null) {
|
||||
SyncDB.AddEntity(Spawned, ids);
|
||||
} else {
|
||||
SyncDB.AddEntity(Spawned, SyncDB.GetNewEntityIDs(Spawned));
|
||||
}
|
||||
}
|
||||
return Spawned;
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
Spawn(EntityType.PC, new Vector3());
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
if (Input.GetButtonDown("Jump") && !Term.IsVisible()) {
|
||||
Spawn(EntityType.NPC, new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-2f, 2f)));
|
||||
}
|
||||
}
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// A base class for all syncable components. An instance of
|
||||
/// <see cref="SyncDB"/> will contain all of the game's synced components.
|
||||
/// </summary>
|
||||
public class SyncBase : MonoBehaviour {
|
||||
/// <summary>
|
||||
/// The ID this syncable component can be found with from its parent
|
||||
/// <see cref="SyncDB"/>.
|
||||
/// </summary>
|
||||
public uint ID;
|
||||
}
|
@ -1,103 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// A database of the game's all syncable components. Syncable components are
|
||||
/// the instances of the subclasses of <see cref="SyncBase"/>.
|
||||
/// </summary>
|
||||
public class SyncDB : MonoBehaviour {
|
||||
private static readonly Type[] SyncableClasses = new Type[]{
|
||||
typeof(Character)
|
||||
};
|
||||
|
||||
private uint IDCounter = 0;
|
||||
private Dictionary<uint, SyncBase> Database = new Dictionary<uint, SyncBase>();
|
||||
|
||||
/// <summary>
|
||||
/// Add an entity to the database with the given IDs.
|
||||
/// </summary>
|
||||
/// <param name="gameObject">Game object.</param>
|
||||
/// <param name="ids">The IDs. Should be from <see cref="GetEntityIDs"/> or
|
||||
/// <see cref="GetNewEntityIDs"/>, since the order is important.</param>
|
||||
public void AddEntity(GameObject gameObject, uint[] ids) {
|
||||
int Index = 0;
|
||||
for (int i = 0; i < SyncableClasses.Length; i++) {
|
||||
SyncBase Syncable = (SyncBase) gameObject.GetComponent(SyncableClasses[i]);
|
||||
if (Syncable != null) {
|
||||
Syncable.ID = ids[Index];
|
||||
Database[ids[Index++]] = Syncable;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Makes an ordered list of the given gameobject's syncable components'
|
||||
/// IDs.
|
||||
/// </summary>
|
||||
/// <returns>The IDs.</returns>
|
||||
/// <param name="gameObject">Game object.</param>
|
||||
/// <param name="newIDs">Whether or not new IDs are created.
|
||||
/// <see cref="GetNewEntityIDs"/> is a shorthand for this function with
|
||||
/// this parameter set to true.</param>
|
||||
public uint[] GetEntityIDs(GameObject gameObject, bool newIDs = false) {
|
||||
List<uint> IDs = new List<uint>();
|
||||
for (int i = 0; i < SyncableClasses.Length; i++) {
|
||||
SyncBase Syncable = (SyncBase) gameObject.GetComponent(SyncableClasses[i]);
|
||||
if (Syncable != null) {
|
||||
if (newIDs) {
|
||||
Syncable.ID = CreateID();
|
||||
}
|
||||
IDs.Add(Syncable.ID);
|
||||
}
|
||||
}
|
||||
uint[] IDArray = new uint[IDs.Count];
|
||||
for (int i = 0; i < IDs.Count; i++) {
|
||||
IDArray[i] = IDs[i];
|
||||
}
|
||||
return IDArray;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an ordered list of the given gameobject's syncable components'
|
||||
/// IDs. See <see cref="GetEntityIDs"/> for more information.
|
||||
/// </summary>
|
||||
/// <returns>The new IDs.</returns>
|
||||
/// <param name="gameObject">Game object.</param>
|
||||
public uint[] GetNewEntityIDs(GameObject gameObject) {
|
||||
return GetEntityIDs(gameObject, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a synced component by its ID.
|
||||
/// </summary>
|
||||
/// <param name="id">The ID.</param>
|
||||
public SyncBase Get(uint id) {
|
||||
return Database[id];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new ID which isn't in use yet.
|
||||
/// </summary>
|
||||
/// <returns>A new, free ID.</returns>
|
||||
public uint CreateID() {
|
||||
uint ID;
|
||||
try {
|
||||
ID = IDCounter++;
|
||||
} catch (OverflowException) {
|
||||
ID = 0;
|
||||
IDCounter = 1;
|
||||
}
|
||||
while (Database.ContainsKey(ID) && ID < uint.MaxValue) {
|
||||
ID++;
|
||||
if (ID < uint.MaxValue - 1) IDCounter = ID + 1;
|
||||
}
|
||||
if (Database.ContainsKey(ID)) {
|
||||
// Somehow we've managed to fill up the whole database.
|
||||
// I can't even imagine why or how.
|
||||
Debug.LogError("!!!WARNING!!! The SyncDB is full. Update the game to use longs instead of uints. !!!WARNING!!!");
|
||||
}
|
||||
return ID;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user