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- using UnityEngine;
- namespace Mirror.Examples.AdditiveScenes
- {
- // AdditiveNetworkManager, in OnStartServer, instantiates the prefab only on the server.
- // It never exists for clients (other than host client if there is one).
- // The prefab has a Sphere Collider with isTrigger = true.
- // These OnTrigger events only run on the server and will only send a message to the
- // client that entered the Zone to load the subscene assigned to the subscene property.
- public class ZoneHandler : MonoBehaviour
- {
- [Scene]
- [Tooltip("Assign the sub-scene to load for this zone")]
- public string subScene;
- [ServerCallback]
- void OnTriggerEnter(Collider other)
- {
- // ignore collisions with non-Player objects
- if (!other.CompareTag("Player")) return;
- if (other.TryGetComponent(out NetworkIdentity networkIdentity))
- {
- SceneMessage message = new SceneMessage { sceneName = subScene, sceneOperation = SceneOperation.LoadAdditive };
- networkIdentity.connectionToClient.Send(message);
- }
- }
- [ServerCallback]
- void OnTriggerExit(Collider other)
- {
- // ignore collisions with non-Player objects
- if (!other.CompareTag("Player")) return;
- if (other.TryGetComponent(out NetworkIdentity networkIdentity))
- {
- SceneMessage message = new SceneMessage { sceneName = subScene, sceneOperation = SceneOperation.UnloadAdditive };
- networkIdentity.connectionToClient.Send(message);
- }
- }
- }
- }
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