85 lines
3.2 KiB
C#
85 lines
3.2 KiB
C#
using MLAPI.Data;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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namespace MLAPI.NetworkingManagerComponents
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{
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public static class NetworkPoolManager
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{
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internal static Dictionary<ushort, NetworkPool> Pools;
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private static ushort PoolIndex = 0;
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internal static Dictionary<string, ushort> PoolNamesToIndexes;
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//Server only
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public static void CreatePool(string poolName, int spawnablePrefabIndex, uint size = 16)
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{
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if(!NetworkingManager.singleton.isServer)
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{
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Debug.LogWarning("MLAPI: Pools can only be created on the server");
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return;
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}
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NetworkPool pool = new NetworkPool(spawnablePrefabIndex, size, PoolIndex);
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PoolNamesToIndexes.Add(poolName, PoolIndex);
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PoolIndex++;
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}
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public static void DestroyPool(string poolName)
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{
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if (!NetworkingManager.singleton.isServer)
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{
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Debug.LogWarning("MLAPI: Pools can only be destroyed on the server");
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return;
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}
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for (int i = 0; i < Pools[PoolNamesToIndexes[poolName]].objects.Length; i++)
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{
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MonoBehaviour.Destroy(Pools[PoolNamesToIndexes[poolName]].objects[i]);
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}
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Pools.Remove(PoolNamesToIndexes[poolName]);
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}
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public static GameObject SpawnPoolObject(string poolName, Vector3 position, Quaternion rotation)
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{
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if (!NetworkingManager.singleton.isServer)
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{
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Debug.LogWarning("MLAPI: Object spawning can only occur on server");
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return null;
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}
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GameObject go = Pools[PoolNamesToIndexes[poolName]].SpawnObject(position, rotation);
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using (MemoryStream stream = new MemoryStream(28))
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{
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using (BinaryWriter writer = new BinaryWriter(stream))
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{
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writer.Write(go.GetComponent<NetworkedObject>().NetworkId);
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writer.Write(position.x);
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writer.Write(position.y);
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writer.Write(position.z);
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writer.Write(rotation.eulerAngles.x);
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writer.Write(rotation.eulerAngles.y);
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writer.Write(rotation.eulerAngles.z);
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}
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NetworkingManager.singleton.Send("MLAPI_SPAWN_POOL_OBJECT", "MLAPI_INTERNAL", stream.GetBuffer());
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}
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return go;
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}
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public static void DestroyPoolObject(NetworkedObject netObject)
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{
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if (!NetworkingManager.singleton.isServer)
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{
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Debug.LogWarning("MLAPI: Objects can only be destroyed on the server");
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return;
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}
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netObject.gameObject.SetActive(false);
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using (MemoryStream stream = new MemoryStream(4))
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{
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using (BinaryWriter writer = new BinaryWriter(stream))
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{
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writer.Write(netObject.NetworkId);
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}
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NetworkingManager.singleton.Send("MLAPI_DESTROY_POOL_OBJECT", "MLAPI_INTERNAL", stream.GetBuffer());
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}
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}
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}
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}
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