XRoom_Unity/Assets/Photon/FusionAddons/Physics/RunnerSimulatePhysics/RunnerSimulatePhysicsBaseT.cs
2025-05-31 10:20:20 +03:30

71 lines
2.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fusion.Addons.Physics {
/// <summary>
/// This base class exists to allow for additional Physics Scenes to be accounted for in Physics simulation,
/// in addition to the Physics Scenes associated with the NetworkRunner.
/// </summary>
/// <typeparam name="TPhysicsScene"></typeparam>
public abstract class RunnerSimulatePhysicsBase<TPhysicsScene> : RunnerSimulatePhysicsBase where TPhysicsScene : struct, IEquatable <TPhysicsScene> {
/// <summary>
/// Wrapper for physics scene reference.
/// </summary>
protected struct AdditionalScene {
public TPhysicsScene PhysicsScene;
public bool ForwardOnly;
}
/// <summary>
/// List of additional physics scenes that should be simulated by Fusion.
/// </summary>
protected List<AdditionalScene> _additionalScenes;
/// <summary>
/// Register a Physics Scene to be simulated by Fusion.
/// </summary>
/// <param name="scene">The Physics Scene to include in simulation.</param>
/// <param name="forwardOnly">Indicate if this additional scene should not resimulate.
/// Typically this will be Forward, if you want to simulate physics locally for non-networked objects (such as rag dolls)</param>
public void RegisterAdditionalScene(TPhysicsScene scene, bool forwardOnly = false) {
if (_additionalScenes == null) {
_additionalScenes = new List<AdditionalScene>();
} else {
foreach (var entry in _additionalScenes) {
if (entry.PhysicsScene.Equals(scene)) {
Debug.LogWarning("Scene already registered.");
return;
}
}
}
_additionalScenes.Add(new AdditionalScene(){PhysicsScene = scene, ForwardOnly = forwardOnly});
}
/// <summary>
/// Unregister a Physics Scene, and it will not longer have calls made to Simulate() by this component.
/// </summary>
/// <param name="scene"></param>
public void UnregisterAdditionalScene(TPhysicsScene scene) {
if (_additionalScenes == null) {
Debug.LogWarning("Scene was never registered, cannot unregister.");
return;
}
int? found = null;
for (int i = 0; i < _additionalScenes.Count; i++) {
if (_additionalScenes[i].PhysicsScene.Equals(scene)) {
found = i;
break;
}
}
if (found.HasValue) {
_additionalScenes.RemoveAt(found.Value);
}
}
}
}