mirror of
https://github.com/Dadechin/Unity-WebSocket.git
synced 2025-07-03 20:04:33 +00:00
438 lines
15 KiB
C#
438 lines
15 KiB
C#
using FishNet.Managing;
|
|
using GameKit.Dependencies.Utilities;
|
|
using System.Collections.Generic;
|
|
using System.Collections.ObjectModel;
|
|
using UnityEngine;
|
|
|
|
namespace FishNet.Component.Prediction
|
|
{
|
|
/// <summary>
|
|
/// Pauses and unpauses rigidbodies. While paused rigidbodies cannot be interacted with or simulated.
|
|
/// </summary>
|
|
public class RigidbodyPauser : IResettable
|
|
{
|
|
#region Types.
|
|
/// <summary>
|
|
/// Data for a rigidbody before being set kinematic.
|
|
/// </summary>
|
|
private struct RigidbodyData
|
|
{
|
|
/// <summary>
|
|
/// Rigidbody for data.
|
|
/// </summary>
|
|
public Rigidbody Rigidbody;
|
|
/// <summary>
|
|
/// Cached velocity when being set kinematic.
|
|
/// </summary>
|
|
public Vector3 Velocity;
|
|
/// <summary>
|
|
/// Cached velocity when being set kinematic.
|
|
/// </summary>
|
|
public Vector3 AngularVelocity;
|
|
/// <summary>
|
|
/// True if the rigidbody was kinematic prior to being paused.
|
|
/// </summary>
|
|
public bool IsKinematic;
|
|
/// <summary>
|
|
/// Detection mode of the Rigidbody.
|
|
/// </summary>
|
|
public CollisionDetectionMode CollisionDetectionMode;
|
|
|
|
public RigidbodyData(Rigidbody rb)
|
|
{
|
|
Rigidbody = rb;
|
|
Velocity = Vector3.zero;
|
|
AngularVelocity = Vector3.zero;
|
|
IsKinematic = rb.isKinematic;
|
|
CollisionDetectionMode = rb.collisionDetectionMode;
|
|
}
|
|
|
|
public void Update(Rigidbody rb)
|
|
{
|
|
Velocity = rb.linearVelocity;
|
|
AngularVelocity = rb.angularVelocity;
|
|
IsKinematic = rb.isKinematic;
|
|
CollisionDetectionMode = rb.collisionDetectionMode;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Data for a rigidbody2d before being set kinematic.
|
|
/// </summary>
|
|
private struct Rigidbody2DData
|
|
{
|
|
/// <summary>
|
|
/// Rigidbody for data.
|
|
/// </summary>
|
|
public Rigidbody2D Rigidbody2d;
|
|
/// <summary>
|
|
/// Cached velocity when being set kinematic.
|
|
/// </summary>
|
|
public Vector2 Velocity;
|
|
/// <summary>
|
|
/// Cached velocity when being set kinematic.
|
|
/// </summary>
|
|
public float AngularVelocity;
|
|
/// <summary>
|
|
/// True if the rigidbody was kinematic prior to being paused.
|
|
/// </summary>
|
|
public bool IsKinematic;
|
|
/// <summary>
|
|
/// True if the rigidbody was simulated prior to being paused.
|
|
/// </summary>
|
|
public bool Simulated;
|
|
/// <summary>
|
|
/// Detection mode of the rigidbody.
|
|
/// </summary>
|
|
public CollisionDetectionMode2D CollisionDetectionMode;
|
|
|
|
public Rigidbody2DData(Rigidbody2D rb)
|
|
{
|
|
Rigidbody2d = rb;
|
|
Velocity = Vector2.zero;
|
|
AngularVelocity = 0f;
|
|
Simulated = rb.simulated;
|
|
IsKinematic = rb.isKinematic;
|
|
CollisionDetectionMode = rb.collisionDetectionMode;
|
|
}
|
|
|
|
public void Update(Rigidbody2D rb)
|
|
{
|
|
Velocity = rb.linearVelocity;
|
|
AngularVelocity = rb.angularVelocity;
|
|
Simulated = rb.simulated;
|
|
IsKinematic = rb.isKinematic;
|
|
CollisionDetectionMode = rb.collisionDetectionMode;
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region Public.
|
|
/// <summary>
|
|
/// True if the rigidbodies are considered paused.
|
|
/// </summary>
|
|
public bool Paused { get; private set; }
|
|
#endregion
|
|
|
|
#region Private.
|
|
/// <summary>
|
|
/// Rigidbody datas for found rigidbodies.
|
|
/// </summary>
|
|
private List<RigidbodyData> _rigidbodyDatas = new();
|
|
/// <summary>
|
|
/// Rigidbody2D datas for found rigidbodies;
|
|
/// </summary>
|
|
private List<Rigidbody2DData> _rigidbody2dDatas = new();
|
|
/// <summary>
|
|
/// True to get rigidbodies in children of transform.
|
|
/// </summary>
|
|
private bool _getInChildren;
|
|
/// <summary>
|
|
/// Transform to get rigidbodies on.
|
|
/// </summary>
|
|
private Transform _transform;
|
|
/// <summary>
|
|
/// Type of prediction movement which is being used.
|
|
/// </summary>
|
|
private RigidbodyType _rigidbodyType;
|
|
/// <summary>
|
|
/// True if initialized at least once.
|
|
/// </summary>
|
|
private bool _initialized;
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Assigns rigidbodies using initialized settings.
|
|
/// </summary>
|
|
public void UpdateRigidbodies()
|
|
{
|
|
if (!_initialized)
|
|
{
|
|
InstanceFinder.NetworkManager.LogError($"T{GetType().Name} has not been initialized yet. This method cannot be used.");
|
|
return;
|
|
}
|
|
|
|
UpdateRigidbodies(_transform, _rigidbodyType, _getInChildren);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Assigns rigidbodies manually and initializes component.
|
|
/// </summary>
|
|
public void UpdateRigidbodies(Rigidbody[] rbs)
|
|
{
|
|
List<Rigidbody> rigidbodies = CollectionCaches<Rigidbody>.RetrieveList();
|
|
foreach (Rigidbody rb in rbs)
|
|
rigidbodies.Add(rb);
|
|
|
|
UpdateRigidbodies(rigidbodies);
|
|
|
|
CollectionCaches<Rigidbody>.Store(rigidbodies);
|
|
}
|
|
/// <summary>
|
|
/// Assigns rigidbodies manually and initializes component.
|
|
/// </summary>
|
|
private void UpdateRigidbodies(List<Rigidbody> rbs)
|
|
{
|
|
_rigidbodyDatas.Clear();
|
|
|
|
foreach (Rigidbody rb in rbs)
|
|
_rigidbodyDatas.Add(new(rb));
|
|
|
|
_initialized = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Assigns rigidbodies manually and initializes component.
|
|
/// </summary>
|
|
public void UpdateRigidbodies2D(Rigidbody2D[] rbs)
|
|
{
|
|
List<Rigidbody2D> rigidbodies = CollectionCaches<Rigidbody2D>.RetrieveList();
|
|
foreach (Rigidbody2D rb in rbs)
|
|
rigidbodies.Add(rb);
|
|
|
|
UpdateRigidbodies2D(rigidbodies);
|
|
|
|
CollectionCaches<Rigidbody2D>.Store(rigidbodies);
|
|
}
|
|
/// <summary>
|
|
/// Assigns rigidbodies manually and initializes component.
|
|
/// </summary>
|
|
private void UpdateRigidbodies2D(List<Rigidbody2D> rbs)
|
|
{
|
|
_rigidbody2dDatas.Clear();
|
|
|
|
foreach (Rigidbody2D rb in rbs)
|
|
_rigidbody2dDatas.Add(new(rb));
|
|
|
|
_initialized = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Assigns rigidbodies.
|
|
/// </summary>
|
|
/// <param name="rbs">Rigidbodies2D to use.</param>
|
|
public void UpdateRigidbodies(Transform t, RigidbodyType rbType, bool getInChildren)
|
|
{
|
|
_rigidbodyType = rbType;
|
|
_getInChildren = getInChildren;
|
|
|
|
//3D.
|
|
if (rbType == RigidbodyType.Rigidbody)
|
|
{
|
|
List<Rigidbody> rigidbodies = CollectionCaches<Rigidbody>.RetrieveList();
|
|
|
|
if (getInChildren)
|
|
{
|
|
Rigidbody[] rbs = t.GetComponentsInChildren<Rigidbody>();
|
|
for (int i = 0; i < rbs.Length; i++)
|
|
rigidbodies.Add(rbs[i]);
|
|
}
|
|
else
|
|
{
|
|
Rigidbody rb = t.GetComponent<Rigidbody>();
|
|
if (rb != null)
|
|
rigidbodies.Add(rb);
|
|
}
|
|
|
|
UpdateRigidbodies(rigidbodies);
|
|
CollectionCaches<Rigidbody>.Store(rigidbodies);
|
|
}
|
|
//2D.
|
|
else
|
|
{
|
|
List<Rigidbody2D> rigidbodies = CollectionCaches<Rigidbody2D>.RetrieveList();
|
|
|
|
if (getInChildren)
|
|
{
|
|
Rigidbody2D[] rbs = t.GetComponentsInChildren<Rigidbody2D>();
|
|
for (int i = 0; i < rbs.Length; i++)
|
|
rigidbodies.Add(rbs[i]);
|
|
}
|
|
else
|
|
{
|
|
Rigidbody2D rb = t.GetComponent<Rigidbody2D>();
|
|
if (rb != null)
|
|
rigidbodies.Add(rb);
|
|
}
|
|
|
|
UpdateRigidbodies2D(rigidbodies);
|
|
CollectionCaches<Rigidbody2D>.Store(rigidbodies);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pauses rigidbodies preventing them from interacting.
|
|
/// </summary>
|
|
public void Pause()
|
|
{
|
|
if (Paused)
|
|
return;
|
|
Paused = true;
|
|
|
|
|
|
/* Iterate move after pausing.
|
|
* This ensures when the children RBs update values
|
|
* they are not updating from a new scene, where the root
|
|
* may have moved them */
|
|
|
|
//3D.
|
|
if (_rigidbodyType == RigidbodyType.Rigidbody)
|
|
{
|
|
for (int i = 0; i < _rigidbodyDatas.Count; i++)
|
|
{
|
|
if (!PauseRigidbody(i))
|
|
{
|
|
_rigidbodyDatas.RemoveAt(i);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
//Sets isKinematic status and returns if successful.
|
|
bool PauseRigidbody(int index)
|
|
{
|
|
RigidbodyData rbData = _rigidbodyDatas[index];
|
|
Rigidbody rb = rbData.Rigidbody;
|
|
if (rb == null)
|
|
return false;
|
|
|
|
rbData.Update(rb);
|
|
_rigidbodyDatas[index] = rbData;
|
|
rb.collisionDetectionMode = CollisionDetectionMode.Discrete;
|
|
rb.isKinematic = true;
|
|
//rb.detectCollisions = false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
//2D.
|
|
else
|
|
{
|
|
for (int i = 0; i < _rigidbody2dDatas.Count; i++)
|
|
{
|
|
if (!PauseRigidbody(i))
|
|
{
|
|
_rigidbody2dDatas.RemoveAt(i);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
//Sets isKinematic status and returns if successful.
|
|
bool PauseRigidbody(int index)
|
|
{
|
|
Rigidbody2DData rbData = _rigidbody2dDatas[index];
|
|
Rigidbody2D rb = rbData.Rigidbody2d;
|
|
if (rb == null)
|
|
return false;
|
|
|
|
rbData.Update(rb);
|
|
_rigidbody2dDatas[index] = rbData;
|
|
rb.collisionDetectionMode = CollisionDetectionMode2D.Discrete;
|
|
rb.isKinematic = true;
|
|
rb.simulated = false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unpauses rigidbodies allowing them to interact normally.
|
|
/// </summary>
|
|
public void Unpause()
|
|
{
|
|
if (!Paused)
|
|
return;
|
|
Paused = false;
|
|
|
|
//3D.
|
|
if (_rigidbodyType == RigidbodyType.Rigidbody)
|
|
{
|
|
for (int i = 0; i < _rigidbodyDatas.Count; i++)
|
|
{
|
|
if (!UnpauseRigidbody(i))
|
|
{
|
|
_rigidbodyDatas.RemoveAt(i);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
//Sets isKinematic status and returns if successful.
|
|
bool UnpauseRigidbody(int index)
|
|
{
|
|
RigidbodyData rbData = _rigidbodyDatas[index];
|
|
Rigidbody rb = rbData.Rigidbody;
|
|
if (rb == null)
|
|
return false;
|
|
|
|
/* If data has RB updated as kinematic then
|
|
* do not unpause. This means either something else
|
|
* is handling the kinematic state of the dev
|
|
* made it kinematic. */
|
|
if (rbData.IsKinematic)
|
|
return true;
|
|
|
|
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
|
|
rb.isKinematic = rbData.IsKinematic;
|
|
//rb.detectCollisions = rbData.DetectCollisions;
|
|
rb.collisionDetectionMode = rbData.CollisionDetectionMode;
|
|
if (!rb.isKinematic)
|
|
{
|
|
rb.linearVelocity = rbData.Velocity;
|
|
rb.angularVelocity = rbData.AngularVelocity;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
//2D.
|
|
else
|
|
{
|
|
for (int i = 0; i < _rigidbody2dDatas.Count; i++)
|
|
{
|
|
if (!UnpauseRigidbody(i))
|
|
{
|
|
_rigidbody2dDatas.RemoveAt(i);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
//Sets isKinematic status and returns if successful.
|
|
bool UnpauseRigidbody(int index)
|
|
{
|
|
Rigidbody2DData rbData = _rigidbody2dDatas[index];
|
|
Rigidbody2D rb = rbData.Rigidbody2d;
|
|
if (rb == null)
|
|
return false;
|
|
|
|
//Same as RB, only unpause if data is stored in an unpaused state.
|
|
if (rbData.IsKinematic || !rbData.Simulated)
|
|
return true;
|
|
|
|
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
|
|
rb.isKinematic = rbData.IsKinematic;
|
|
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
|
|
rb.simulated = rbData.Simulated;
|
|
rb.collisionDetectionMode = rbData.CollisionDetectionMode;
|
|
if (!rb.isKinematic)
|
|
{
|
|
rb.linearVelocity = rbData.Velocity;
|
|
rb.angularVelocity = rbData.AngularVelocity;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ResetState()
|
|
{
|
|
_rigidbodyDatas.Clear();
|
|
_rigidbody2dDatas.Clear();
|
|
_getInChildren = default;
|
|
_transform = default;
|
|
_rigidbodyType = default;
|
|
_initialized = default;
|
|
Paused = default;
|
|
}
|
|
|
|
public void InitializeState() { }
|
|
}
|
|
} |