Replaced









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

Featured Snippets


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: NetworkingPeer.cs Copy
757     internal protected bool SetMasterClient(int playerId, bool sync)
758     {
759         bool masterReplaced = this.mMasterClient != null && this.mMasterClient.ID != playerId;
760         if (!masterReplaced || !this.mActors.ContainsKey(playerId))
761         {
762             return false;
763         }
764
765         if (sync)
766         {
767             bool sent = this.OpRaiseEvent(PunEvent.AssignMaster, new Hashtable() { { (byte)1, playerId } }, true, null);
768             if (!sent)
769             {
770                 return false;
771             }
772         }
773
774         this.hasSwitchedMC = true;
775         this.mMasterClient = this.mActors[playerId];
776         SendMonoMessage(PhotonNetworkingMessage.OnMasterClientSwitched, this.mMasterClient); // we only callback when an actual change is done
777         return true;
778     }
File name: PhotonNetwork.cs Copy
974     static PhotonNetwork()
975     {
976         #if UNITY_EDITOR
977         if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode)
978         {
979             //Debug.Log(string.Format("PhotonNetwork.ctor() Not playing {0} {1}", UnityEditor.EditorApplication.isPlaying, UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode));
980             return;
981         }
982
983         // This can happen when you recompile a script IN play made
984         // This helps to surpress some errors, but will not fix breaking
985         PhotonHandler[] photonHandlers = GameObject.FindObjectsOfType(typeof(PhotonHandler)) as PhotonHandler[];
986         if (photonHandlers != null && photonHandlers.Length > 0)
987         {
988             Debug.LogWarning("Unity recompiled. Connection gets closed and replaced. You can connect as 'new' client.");
989             foreach (PhotonHandler photonHandler in photonHandlers)
990             {
991                 //Debug.Log("Handler: " + photonHandler + " photonHandler.gameObject: " + photonHandler.gameObject);
992                 photonHandler.gameObject.hideFlags = 0;
993                 GameObject.DestroyImmediate(photonHandler.gameObject);
994                 Component.DestroyImmediate(photonHandler);
995             }
996         }
997         #endif
998
999         Application.runInBackground = true;
1000
1001         // Set up a MonoBehaviour to run Photon, and hide it
1002         GameObject photonGO = new GameObject();
1003         photonMono = (PhotonHandler)photonGO.AddComponent();
1004         photonGO.name = "PhotonMono";
1005         photonGO.hideFlags = HideFlags.HideInHierarchy;
1006
1007
1008         // Set up the NetworkingPeer and use protocol of PhotonServerSettings
1009         networkingPeer = new NetworkingPeer(photonMono, string.Empty, PhotonNetwork.PhotonServerSettings.Protocol);
1010
1011
1012         // Local player
1013         CustomTypes.Register();
1014     }

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