Contains









How do I use Contains
Below are practical examples compiled from projects for learning and reference purposes

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File name: frmThiThat.cs Copy
50         void TaoBangRandomCauHoi(DataTable BangQuestion)
51         {
52
53             try
54             {
55                 Random Rnd = new Random();
56                 ArrayList ArrQuestion = new ArrayList();
57
58                 ArrQuestion.Clear();
59                 int x, dem = 0;
60                 int SoCauTrongBangGoc = BangQuestion.Rows.Count;
61                 while (dem < SoCauNgauNhien)
62                 {
63                     x = Rnd.Next(0, SoCauTrongBangGoc);
64                     if (!ArrQuestion.Contains(x))
65                     {
66                         ArrQuestion.Add(x);
67                         dem++;
68                     }
69                 }
70                 for (int j = SoCauTrongBangGoc - 1; j >= 0; j--)
71                     if (!ArrQuestion.Contains(j))
72                         BangQuestion.Rows.RemoveAt(j);
73
74                 BangDeThi = BangQuestion;
75                 BangDeThi.Columns.Add("cauhoi,DAPAN");
76
77             }
78             catch (Exception ex)
79             { MessageBox.Show(ex.Message); }
80
81         }
File name: frmThiThat.cs Copy
82         void TaoBangRandomCauTraLoi()
83         {
84             try
85             {
86                 SoCauHoi = BangDeThi.Rows.Count;
87                 string DapAnDung = "";
88                 string A, B, C, D;
89                 int DapAn;
90                 Random Rnd = new Random();
91                 ArrayList ArrDapAn = new ArrayList();
92                 for (int i = 0; i < SoCauHoi; i++)
93                 {
94                     A = "";
95                     B = "";
96                     C = "";
97                     D = "";
98                     DapAnDung = "";
99                     DapAn = 0;
100                     ArrDapAn.Clear();
101                     ArrDapAn.Add(2);
102                     ArrDapAn.Add(3);
103                     ArrDapAn.Add(4);
104                     ArrDapAn.Add(5);
105
106                     DapAn = Rnd.Next(ArrDapAn.Count);
107                     A = BangDeThi.Rows[i][(int)ArrDapAn[DapAn]].ToString();
108                     if ((BangDeThi.Rows[i][6].ToString().ToUpper().Contains("A") && (int)ArrDapAn[DapAn] == 2) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("B") && (int)ArrDapAn[DapAn] == 3) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("C") && (int)ArrDapAn[DapAn] == 4) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("D") && (int)ArrDapAn[DapAn] == 5))
109                         DapAnDung += "A";
110                     ArrDapAn.RemoveAt(DapAn);
111                     DapAn = Rnd.Next(ArrDapAn.Count);
112                     B = BangDeThi.Rows[i][(int)ArrDapAn[DapAn]].ToString();
113                     if ((BangDeThi.Rows[i][6].ToString().ToUpper().Contains("A") && (int)ArrDapAn[DapAn] == 2) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("B") && (int)ArrDapAn[DapAn] == 3) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("C") && (int)ArrDapAn[DapAn] == 4) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("D") && (int)ArrDapAn[DapAn] == 5))
114                         DapAnDung += "B";
115                     ArrDapAn.RemoveAt(DapAn);
116                     DapAn = Rnd.Next(ArrDapAn.Count);
117                     C = BangDeThi.Rows[i][(int)ArrDapAn[DapAn]].ToString();
118                     if ((BangDeThi.Rows[i][6].ToString().ToUpper().Contains("A") && (int)ArrDapAn[DapAn] == 2) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("B") && (int)ArrDapAn[DapAn] == 3) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("C") && (int)ArrDapAn[DapAn] == 4) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("D") && (int)ArrDapAn[DapAn] == 5))
119                         DapAnDung += "C";
120                     ArrDapAn.RemoveAt(DapAn);
121                     DapAn = Rnd.Next(ArrDapAn.Count);
122                     D = BangDeThi.Rows[i][(int)ArrDapAn[DapAn]].ToString();
123                     if ((BangDeThi.Rows[i][6].ToString().ToUpper().Contains("A") && (int)ArrDapAn[DapAn] == 2) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("B") && (int)ArrDapAn[DapAn] == 3) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("C") && (int)ArrDapAn[DapAn] == 4) || (BangDeThi.Rows[i][6].ToString().ToUpper().Contains("D") && (int)ArrDapAn[DapAn] == 5))
124                         DapAnDung += "D";
125                     BangDeThi.Rows[i][2] = A;
126                     BangDeThi.Rows[i][3] = B;
127                     BangDeThi.Rows[i][4] = C;
128                     BangDeThi.Rows[i][5] = D;
129                     BangDeThi.Rows[i][6] = DapAnDung;
130                 }
131             }
132             catch (Exception ex)
133             { MessageBox.Show(ex.Message); }
134         }
File name: frmThiThat.cs Copy
135         void LoadCauHoiVaoControl()
136         {
137
138             try
139             {
140                 groupBox1.Text = "Câu: " + (CauHienTai + 1).ToString();
141                 lbCauHoi.Text = BangDeThi.Rows[CauHienTai][1].ToString();
142                 lbA.Text = BangDeThi.Rows[CauHienTai][2].ToString();
143                 lbB.Text = BangDeThi.Rows[CauHienTai][3].ToString();
144                 lbC.Text = BangDeThi.Rows[CauHienTai][4].ToString();
145                 lbD.Text = BangDeThi.Rows[CauHienTai][5].ToString();
146
147                 if (BangDeThi.Rows[CauHienTai][7].ToString().Contains("A"))
148                     checkBox1.Checked = true;
149                 if (BangDeThi.Rows[CauHienTai][7].ToString().Contains("B"))
150                     checkBox2.Checked = true;
151                 if (BangDeThi.Rows[CauHienTai][7].ToString().Contains("C"))
152                     checkBox3.Checked = true;
153                 if (BangDeThi.Rows[CauHienTai][7].ToString().Contains("D"))
154                     checkBox4.Checked = true;
155             }
156             catch (Exception ex)
157             { MessageBox.Show(ex.Message); }
158         }
File name: PunStartup.cs Copy
80     public static void SetPunDemoBuildSettings()
81     {
82         // find path of pun guide
83         string[] tempPaths = Directory.GetDirectories(Application.dataPath + "/Photon Unity Networking", "Demos", SearchOption.AllDirectories);
84         if (tempPaths == null || tempPaths.Length != 1)
85         {
86             return;
87         }
88
89         // find scenes of guide
90         string guidePath = tempPaths[0];
91         tempPaths = Directory.GetFiles(guidePath, "*.unity", SearchOption.AllDirectories);
92
93         if (tempPaths == null || tempPaths.Length == 0)
94         {
95             return;
96         }
97
98         // add found guide scenes to build settings
99         List sceneAr = new List();
100         for (int i = 0; i < tempPaths.Length; i++)
101         {
102             //Debug.Log(tempPaths[i]);
103             string path = tempPaths[i].Substring(Application.dataPath.Length - "Assets".Length);
104             path = path.Replace('\\', '/');
105             //Debug.Log(path);
106
107             if (path.Contains("PUNGuide_M2H"))
108             {
109                 continue;
110             }
111
112             if (path.Contains("Hub"))
113             {
114                 sceneAr.Insert(0, new EditorBuildSettingsScene(path, true));
115                 continue;
116             }
117
118             sceneAr.Add(new EditorBuildSettingsScene(path, true));
119         }
120
121         EditorBuildSettings.scenes = sceneAr.ToArray();
122         EditorApplication.OpenScene(sceneAr[0].path);
123     }
File name: PhotonConverter.cs Copy
18     public static void RunConversion()
19     {
20         //Ask if user has made a backup.
21         int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22         switch (option)
23         {
24             case 0:
25                 break;
26             case 1:
27                 return;
28             case 2:
29                 PickFolderAndConvertScripts();
30                 return;
31             default:
32                 return;
33         }
34
35         //REAAAALY?
36         bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37         if (!result)
38         {
39             return;
40         }
41         Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43         //Ask to save current scene (optional)
44         EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46         EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48         //Convert NetworkViews to PhotonViews in Project prefabs
49         //Ask the user if we can move all prefabs to a resources folder
50         bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53         string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54         foreach (string prefab in prefabs)
55         {
56             EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58             Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59             int converted = 0;
60             foreach (Object obj in objs)
61             {
62                 if (obj != null && obj.GetType() == typeof(GameObject))
63                     converted += ConvertNetworkView(((GameObject)obj).GetComponents(), false);
64             }
65             if (movePrefabs && converted > 0)
66             {
67                 //This prefab needs to be under the root of a Resources folder!
68                 string path = prefab.Replace("\\", "/");
69                 int lastSlash = path.LastIndexOf("/");
70                 int resourcesIndex = path.LastIndexOf("/Resources/");
71                 if (resourcesIndex != lastSlash - 10)
72                 {
73                     if (path.Contains("/Resources/"))
74                     {
75                         Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76                     }
77                     //This prefab NEEDS to be placed under a resources folder
78                     string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79                     EnsureFolder(resourcesFolder);
80                     string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81                     string error = AssetDatabase.MoveAsset(prefab, newPath);
82                     if (error != "")
83                         Debug.LogError(error);
84                     Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85                 }
86             }
87         }
88
89         //Convert NetworkViews to PhotonViews in scenes
90         string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91         foreach (string sceneName in sceneFiles)
92         {
93             EditorApplication.OpenScene(sceneName);
94             EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96             int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97             if (converted2 > 0)
98             {
99                 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100                 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102                 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103                 EditorApplication.SaveScene(EditorApplication.currentScene);
104             }
105
106         }
107
108         //Convert C#/JS scripts (API stuff)
109         List scripts = GetScriptsInFolder("Assets");
110
111         EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112         ConvertScripts(scripts);
113
114         Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115         EditorUtility.ClearProgressBar();
116
117         EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118     }
File name: PhotonConverter.cs Copy
160     static void ConvertScripts(List scriptPathList)
161     {
162         bool ignoreWarningIsLogged = false;
163
164         foreach (string script in scriptPathList)
165         {
166             if (script.Contains("PhotonNetwork")) //Don't convert this file (and others)
167             {
168                 if (!ignoreWarningIsLogged)
169                 {
170                     ignoreWarningIsLogged = true;
171                     Debug.LogWarning("Conversion to PUN ignores all files with \"PhotonNetwork\" in their file-path.\nCheck: " + script);
172                 }
173                 continue;
174             }
175             if (script.Contains("Image Effects"))
176             {
177                 continue;
178             }
179
180             ConvertToPhotonAPI(script);
181         }
182
183         foreach (string script in scriptPathList)
184         {
185             AssetDatabase.ImportAsset(script, ImportAssetOptions.ForceUpdate);
186         }
187     }
File name: PhotonConverter.cs Copy
189     static void ConvertToPhotonAPI(string file)
190     {
191         string text = File.ReadAllText(file);
192
193         bool isJS = file.Contains(".js");
194
195         file = file.Replace("\\", "/"); // Get Class name for JS
196         string className = file.Substring(file.LastIndexOf("/")+1);
197         className = className.Substring(0, className.IndexOf("."));
198
199
200         //REGEXP STUFF
201         //Valid are: Space { } , /n /r
202         //string NOT_VAR = @"([^A-Za-z0-9_\[\]\.]+)";
203         string NOT_VAR_WITH_DOT = @"([^A-Za-z0-9_]+)";
204
205         //string VAR_NONARRAY = @"[^A-Za-z0-9_]";
206
207
208         //NetworkView
209         {
210             text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkView" + NOT_VAR_WITH_DOT, "$1PhotonView$2");
211             text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
212             text = PregReplace(text, NOT_VAR_WITH_DOT + "stateSynchronization" + NOT_VAR_WITH_DOT, "$1synchronization$2");
213             text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkStateSynchronization" + NOT_VAR_WITH_DOT, "$1ViewSynchronization$2"); // map Unity enum to ours
214             //.RPC
215             text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode.Server" + NOT_VAR_WITH_DOT, "$1PhotonTargets.MasterClient$2");
216             text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode" + NOT_VAR_WITH_DOT, "$1PhotonTargets$2");
217         }
218
219         //NetworkMessageInfo: 100%
220         {
221             text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkMessageInfo" + NOT_VAR_WITH_DOT, "$1PhotonMessageInfo$2");
222             text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
223         }
224
225         //NetworkViewID:
226         {
227             text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkViewID" + NOT_VAR_WITH_DOT, "$1int$2"); //We simply use an int
228         }
229
230         //NetworkPlayer
231         {
232             text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPlayer" + NOT_VAR_WITH_DOT, "$1PhotonPlayer$2");
233         }
234
235         //Network
236         {
237             //Monobehaviour callbacks
238             {
239                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerConnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerConnected$2");
240                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerDisconnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerDisconnected$2");
241                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnNetworkInstantiate" + NOT_VAR_WITH_DOT, "$1OnPhotonInstantiate$2");
242                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnSerializeNetworkView" + NOT_VAR_WITH_DOT, "$1OnPhotonSerializeView$2");
243                 text = PregReplace(text, NOT_VAR_WITH_DOT + "BitStream" + NOT_VAR_WITH_DOT, "$1PhotonStream$2");
244
245                 //Not completely the same meaning
246                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnServerInitialized" + NOT_VAR_WITH_DOT, "$1OnCreatedRoom$2");
247                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnConnectedToServer" + NOT_VAR_WITH_DOT, "$1OnJoinedRoom$2");
248
249                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnectToMasterServer" + NOT_VAR_WITH_DOT, "$1OnFailedToConnectToPhoton$2");
250                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnect" + NOT_VAR_WITH_DOT, "$1OnFailedToConnect_OBSELETE$2");
251             }
252
253             //Variables
254             {
255
256                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.connections" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList$2");
257                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
258                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isClient" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
259
260                 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPeerType" + NOT_VAR_WITH_DOT, "$1ConnectionState$2");
261                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.peerType" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.connectionState$2");
262                 text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Server" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
263                 text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Client" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
264                 text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.playerList.Length" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList.Count$2");
265
266                 /*DROPPED:
267                     minimumAllocatableViewIDs
268                     natFacilitatorIP is dropped
269                     natFacilitatorPort is dropped
270                     connectionTesterIP
271                     connectionTesterPort
272                     proxyIP
273                     proxyPort
274                     useProxy
275                     proxyPassword
276                  */
277             }
278
279             //Methods
280             {
281                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.InitializeServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.CreateRoom$2");
282                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.Connect" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.JoinRoom$2");
283                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetAveragePing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
284                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetLastPing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
285                 /*DROPPED:
286                     TestConnection
287                     TestConnectionNAT
288                     HavePublicAddress
289                 */
290             }
291
292             //Overall
293             text = PregReplace(text, NOT_VAR_WITH_DOT + "Network" + NOT_VAR_WITH_DOT, "$1PhotonNetwork$2");
294
295
296         //Changed methods
297              string ignoreMe = @"([A-Za-z0-9_\[\]\(\) ]+)";
298
299          text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.GetPing\\(" + ignoreMe+"\\);", "$1PhotonNetwork.GetPing();");
300         text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.CloseConnection\\(" + ignoreMe+","+ignoreMe+"\\);", "$1PhotonNetwork.CloseConnection($2);");
301
302         }
303
304         //General
305         {
306             if (text.Contains("Photon")) //Only use the PhotonMonoBehaviour if we use photonView and friends.
307             {
308                 if (isJS)//JS
309                 {
310                     if (text.Contains("extends MonoBehaviour"))
311                         text = PregReplace(text, "extends MonoBehaviour", "extends Photon.MonoBehaviour");
312                     else
313                         text = "class " + className + " extends Photon.MonoBehaviour {\n" + text + "\n}";
314                 }
315                 else //C#
316                     text = PregReplace(text, ": MonoBehaviour", ": Photon.MonoBehaviour");
317             }
318         }
319
320         File.WriteAllText(file, text);
321     }
File name: PhotonEditor.cs Copy
792     protected virtual void RegisterWithEmail(string email)
793     {
794         EditorUtility.DisplayProgressBar(CurrentLang.ConnectionTitle, CurrentLang.ConnectionInfo, 0.5f);
795         var client = new AccountService();
796         client.RegisterByEmail(email, RegisterOrigin); // this is the synchronous variant using the static RegisterOrigin. "result" is in the client
797
798         EditorUtility.ClearProgressBar();
799         if (client.ReturnCode == 0)
800         {
801             PhotonEditor.Current.UseCloud(client.AppId, 0);
802             PhotonEditor.Save();
803             this.ReApplySettingsToWindow();
804             this.photonSetupState = PhotonSetupStates.SetupPhotonCloud;
805         }
806         else
807         {
808             if (client.Message.Contains(CurrentLang.EmailInUseLabel))
809             {
810                 this.photonSetupState = PhotonSetupStates.EmailAlreadyRegistered;
811             }
812             else
813             {
814                 EditorUtility.DisplayDialog(CurrentLang.ErrorTextTitle, client.Message, CurrentLang.OkButton);
815                 // Debug.Log(client.Exception);
816                 this.photonSetupState = PhotonSetupStates.RegisterForPhotonCloud;
817             }
818         }
819     }
File name: PhotonEditor.cs Copy
909     public static void UpdateRpcList()
910     {
911         List additionalRpcs = new List();
912         HashSet currentRpcs = new HashSet();
913
914         var types = GetAllSubTypesInScripts(typeof(MonoBehaviour));
915
916         foreach (var mono in types)
917         {
918             MethodInfo[] methods = mono.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
919
920             foreach (MethodInfo method in methods)
921             {
922                 if (method.IsDefined(typeof(UnityEngine.RPC), false))
923                 {
924                     currentRpcs.Add(method.Name);
925
926                     if (!additionalRpcs.Contains(method.Name) && !PhotonEditor.Current.RpcList.Contains(method.Name))
927                     {
928                         additionalRpcs.Add(method.Name);
929                     }
930                 }
931             }
932         }
933
934         if (additionalRpcs.Count > 0)
935         {
936             // LIMITS RPC COUNT
937             if (additionalRpcs.Count + PhotonEditor.Current.RpcList.Count >= byte.MaxValue)
938             {
939                 if (currentRpcs.Count <= byte.MaxValue)
940                 {
941                     bool clearList = EditorUtility.DisplayDialog(CurrentLang.IncorrectRPCListTitle, CurrentLang.IncorrectRPCListLabel, CurrentLang.RemoveOutdatedRPCsLabel, CurrentLang.CancelButton);
942                     if (clearList)
943                     {
944                         PhotonEditor.Current.RpcList.Clear();
945                         PhotonEditor.Current.RpcList.AddRange(currentRpcs);
946                     }
947                     else
948                     {
949                         return;
950                     }
951                 }
952                 else
953                 {
954                     EditorUtility.DisplayDialog(CurrentLang.FullRPCListTitle, CurrentLang.FullRPCListLabel, CurrentLang.SkipRPCListUpdateLabel);
955                     return;
956                 }
957             }
958
959             additionalRpcs.Sort();
960             PhotonEditor.Current.RpcList.AddRange(additionalRpcs);
961             EditorUtility.SetDirty(PhotonEditor.Current);
962         }
963     }
File name: PhotonViewHandler.cs Copy
25     internal static void HierarchyChange()
26     {
27         if (Application.isPlaying)
28         {
29             //Debug.Log("HierarchyChange ignored, while running.");
30             CheckSceneForStuckHandlers = true; // done once AFTER play mode.
31             return;
32         }
33
34         if (CheckSceneForStuckHandlers)
35         {
36             CheckSceneForStuckHandlers = false;
37             PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
38         }
39
40         HashSet pvInstances = new HashSet();
41         HashSet usedInstanceViewNumbers = new HashSet();
42         bool fixedSomeId = false;
43
44         //// the following code would be an option if we only checked scene objects (but we can check all PVs)
45         //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
46         //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
47
48         string levelName = Application.loadedLevelName;
49         #if UNITY_EDITOR
50         levelName = System.IO.Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
51         #endif
52         int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
53         //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
54
55         PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
56
57         foreach (PhotonView view in pvObjects)
58         {
59             // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
60             if (EditorUtility.IsPersistent(view.gameObject))
61             {
62                 if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
63                 {
64                     Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
65                     view.viewID = 0;
66                     view.prefixBackup = -1;
67                     view.instantiationId = -1;
68                     EditorUtility.SetDirty(view);
69                     fixedSomeId = true;
70                 }
71             }
72             else
73             {
74                 // keep all scene-instanced PVs for later re-check
75                 pvInstances.Add(view);
76             }
77         }
78
79         Dictionary idPerObject = new Dictionary();
80
81         // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
82         // scene-PVs must have user == 0 (scene/room) and a subId != 0
83         foreach (PhotonView view in pvInstances)
84         {
85             if (view.ownerId > 0)
86             {
87                 Debug.Log("Re-Setting Owner ID of: " + view);
88             }
89             view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
90             view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
91
92             if (view.viewID != 0)
93             {
94                 if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
95                 {
96                     view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
97                 }
98                 else
99                 {
100                     usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
101
102                     int instId = 0;
103                     if (idPerObject.TryGetValue(view.gameObject, out instId))
104                     {
105                         view.instantiationId = instId;
106                     }
107                     else
108                     {
109                         view.instantiationId = view.viewID;
110                         idPerObject[view.gameObject] = view.instantiationId;
111                     }
112                 }
113             }
114
115         }
116
117         // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
118         int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
119
120         foreach (PhotonView view in pvInstances)
121         {
122             if (view.viewID == 0)
123             {
124                 // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
125                 int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
126
127                 view.viewID = nextViewId;
128
129                 int instId = 0;
130                 if (idPerObject.TryGetValue(view.gameObject, out instId))
131                 {
132                     Debug.Log("Set inst ID");
133                     view.instantiationId = instId;
134                 }
135                 else
136                 {
137                     view.instantiationId = view.viewID;
138                     idPerObject[view.gameObject] = nextViewId;
139                 }
140
141                 //// when using the Editor's serialization (view.subId in this case), this is not needed, it seems
142                 //PrefabUtility.RecordPrefabInstancePropertyModifications(view);
143
144                 lastUsedId = nextViewId;
145                 EditorUtility.SetDirty(view);
146                 fixedSomeId = true;
147             }
148         }
149
150
151         if (fixedSomeId)
152         {
153             //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
154         }
155     }

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