Contains
How do I use Contains
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: frmThiThat.cs
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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
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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
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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
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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
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
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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
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
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
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160 static void ConvertScripts(List161 {
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
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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
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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
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909 public static void UpdateRpcList()
910 {
911 List
912 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
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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
41 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
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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