fix: allow the check for a NetworkObject component on NetworkBehaviours to be disabled (Back Port) (#3034)
* update Add editor UI and additional NGO setting. * update Add check to see if we should perform the check for NetworkObject. * update Add the changelog entry
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4470a4796d
Коммит
505261c72c
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@ -10,6 +10,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Added
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- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3034)
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### Fixed
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- Fixed issue where collections v2.2.x was not supported when using UTP v2.2.x within Unity v2022.3. (#3033)
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@ -5,6 +5,7 @@ namespace Unity.Netcode.Editor.Configuration
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internal class NetcodeForGameObjectsEditorSettings
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{
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internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
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internal const string CheckForNetworkObject = "NetworkBehaviour-Check-For-NetworkObject";
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internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
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internal static int GetNetcodeInstallMultiplayerToolTips()
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@ -28,7 +29,7 @@ namespace Unity.Netcode.Editor.Configuration
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{
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return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists);
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}
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// Default for this is false
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return false;
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}
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@ -36,5 +37,20 @@ namespace Unity.Netcode.Editor.Configuration
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{
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EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting);
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}
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internal static bool GetCheckForNetworkObjectSetting()
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{
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if (EditorPrefs.HasKey(CheckForNetworkObject))
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{
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return EditorPrefs.GetBool(CheckForNetworkObject);
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}
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// Default for this is true
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return true;
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}
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internal static void SetCheckForNetworkObjectSetting(bool checkForNetworkObject)
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{
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EditorPrefs.SetBool(CheckForNetworkObject, checkForNetworkObject);
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}
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}
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}
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@ -81,6 +81,7 @@ namespace Unity.Netcode.Editor.Configuration
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internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
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internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
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internal static NetcodeSettingsToggle CheckForNetworkObjectToggle;
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internal static NetcodeSettingsLabel MultiplayerToolsLabel;
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internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
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@ -103,6 +104,11 @@ namespace Unity.Netcode.Editor.Configuration
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AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
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}
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if (CheckForNetworkObjectToggle == null)
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{
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CheckForNetworkObjectToggle = new NetcodeSettingsToggle("Check for NetworkObject Component", "When disabled, the automatic check on NetworkBehaviours for an associated NetworkObject component will not be performed and Auto-Add NetworkObject Component will be disabled.", 20);
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}
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if (MultiplayerToolsLabel == null)
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{
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MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
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@ -120,6 +126,7 @@ namespace Unity.Netcode.Editor.Configuration
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CheckForInitialize();
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var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
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var checkForNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting();
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var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
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var settings = NetcodeForGameObjectsProjectSettings.instance;
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var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
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@ -134,7 +141,12 @@ namespace Unity.Netcode.Editor.Configuration
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{
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GUILayout.BeginVertical("Box");
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NetworkObjectsSectionLabel.DrawLabel();
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autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
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autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting, checkForNetworkObjectSetting);
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checkForNetworkObjectSetting = CheckForNetworkObjectToggle.DrawToggle(checkForNetworkObjectSetting);
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if (autoAddNetworkObjectSetting && !checkForNetworkObjectSetting)
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{
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autoAddNetworkObjectSetting = false;
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}
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GUILayout.EndVertical();
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GUILayout.BeginVertical("Box");
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@ -184,6 +196,7 @@ namespace Unity.Netcode.Editor.Configuration
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if (EditorGUI.EndChangeCheck())
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{
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NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
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NetcodeForGameObjectsEditorSettings.SetCheckForNetworkObjectSetting(checkForNetworkObjectSetting);
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NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
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settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
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settings.TempNetworkPrefabsPath = networkPrefabsPath;
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@ -213,10 +226,13 @@ namespace Unity.Netcode.Editor.Configuration
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{
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private GUIContent m_ToggleContent;
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public bool DrawToggle(bool currentSetting)
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public bool DrawToggle(bool currentSetting, bool enabled = true)
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{
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EditorGUIUtility.labelWidth = m_LabelSize;
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return EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
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GUI.enabled = enabled;
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var returnValue = EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
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GUI.enabled = true;
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return returnValue;
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}
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public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
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@ -352,6 +352,12 @@ namespace Unity.Netcode.Editor
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return;
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}
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// If this automatic check is disabled, then do not perform this check.
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if (!NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting())
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{
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return;
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}
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// Now get the root parent transform to the current GameObject (or itself)
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var rootTransform = GetRootParentTransform(gameObject.transform);
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if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager))
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