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43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
using FishNet.Managing.Scened;
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using FishNet.Object;
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using GameKit.Dependencies.Utilities.Types;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace FishNet.Demo.AdditiveScenes
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{
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public class ServerScenePrewarmer : NetworkBehaviour
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{
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[SerializeField, Scene]
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private string[] _scenes = new string[0];
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public override void OnStartServer()
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{
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/* Load all the needed scenes at once.
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* This is not really required in most situations
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* but the server uses waypoints from each scene
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* to move the players. The waypoints won't exist unless
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* all scenes do. This can be seen in the Player
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* script. */
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/* Load scenes using the FishNet SceneManager, with automaticallyUnload
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* as false. This will keep the scenes from unloading when a client
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* disconnects or leaves the scene. */
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foreach (string item in _scenes)
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{
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SceneLookupData lookupData = new(item);
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SceneLoadData sld = new(lookupData)
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{
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Options = new()
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{
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AutomaticallyUnload = false
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},
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};
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base.SceneManager.LoadConnectionScenes(sld);
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}
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}
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}
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} |