160 lines
5.9 KiB
C#
160 lines
5.9 KiB
C#
using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR;
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using UnityEngine.Serialization;
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namespace Normal.Realtime {
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[RequireComponent(typeof(Realtime))]
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public class RealtimeAvatarManager : MonoBehaviour {
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#pragma warning disable 0649 // Disable variable is never assigned to warning.
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[FormerlySerializedAs("_avatarPrefab")]
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[SerializeField] private GameObject _localAvatarPrefab;
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[SerializeField] private RealtimeAvatar.LocalPlayer _localPlayer;
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#pragma warning restore 0649
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public GameObject localAvatarPrefab { get { return _localAvatarPrefab; } set { SetLocalAvatarPrefab(value); } }
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public RealtimeAvatar localAvatar { get; private set; }
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public Dictionary<int, RealtimeAvatar> avatars { get; private set; }
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public delegate void AvatarCreatedDestroyed(RealtimeAvatarManager avatarManager, RealtimeAvatar avatar, bool isLocalAvatar);
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public event AvatarCreatedDestroyed avatarCreated;
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public event AvatarCreatedDestroyed avatarDestroyed;
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private Realtime _realtime;
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void Awake() {
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_realtime = GetComponent<Realtime>();
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_realtime.didConnectToRoom += DidConnectToRoom;
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if (_localPlayer == null)
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_localPlayer = new RealtimeAvatar.LocalPlayer();
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avatars = new Dictionary<int, RealtimeAvatar>();
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}
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private void OnEnable() {
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// Create avatar if we're already connected
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if (_realtime.connected)
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CreateAvatarIfNeeded();
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}
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private void OnDisable() {
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// Destroy avatar if needed
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DestroyAvatarIfNeeded();
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}
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void OnDestroy() {
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_realtime.didConnectToRoom -= DidConnectToRoom;
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}
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void DidConnectToRoom(Realtime room) {
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if (!gameObject.activeInHierarchy || !enabled)
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return;
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// Create avatar
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CreateAvatarIfNeeded();
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}
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public static RealtimeAvatar.DeviceType GetRealtimeAvatarDeviceTypeForLocalPlayer() {
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switch (XRSettings.loadedDeviceName) {
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case "OpenVR":
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return RealtimeAvatar.DeviceType.OpenVR;
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case "Oculus":
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return RealtimeAvatar.DeviceType.Oculus;
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default:
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return RealtimeAvatar.DeviceType.Unknown;
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}
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}
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public void _RegisterAvatar(int clientID, RealtimeAvatar avatar) {
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if (avatars.ContainsKey(clientID)) {
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Debug.LogError("RealtimeAvatar registered more than once for the same clientID (" + clientID + "). This is a bug!");
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}
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avatars[clientID] = avatar;
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// Fire event
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if (avatarCreated != null) {
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try {
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avatarCreated(this, avatar, clientID == _realtime.clientID);
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} catch (System.Exception exception) {
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Debug.LogException(exception);
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}
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}
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}
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public void _UnregisterAvatar(RealtimeAvatar avatar) {
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bool isLocalAvatar = false;
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List<KeyValuePair<int, RealtimeAvatar>> matchingAvatars = avatars.Where(keyValuePair => keyValuePair.Value == avatar).ToList();
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foreach (KeyValuePair<int, RealtimeAvatar> matchingAvatar in matchingAvatars) {
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int avatarClientID = matchingAvatar.Key;
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avatars.Remove(avatarClientID);
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isLocalAvatar = isLocalAvatar || avatarClientID == _realtime.clientID;
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}
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// Fire event
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if (avatarDestroyed != null) {
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try {
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avatarDestroyed(this, avatar, isLocalAvatar);
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} catch (System.Exception exception) {
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Debug.LogException(exception);
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}
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}
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}
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private void SetLocalAvatarPrefab(GameObject localAvatarPrefab) {
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if (localAvatarPrefab == _localAvatarPrefab)
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return;
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_localAvatarPrefab = localAvatarPrefab;
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// Replace the existing avatar if we've already instantiated the old prefab.
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if (localAvatar != null) {
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DestroyAvatarIfNeeded();
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CreateAvatarIfNeeded();
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}
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}
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public void CreateAvatarIfNeeded() {
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if (!_realtime.connected) {
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Debug.LogError("RealtimeAvatarManager: Unable to create avatar. Realtime is not connected to a room.");
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return;
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}
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if (localAvatar != null)
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return;
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if (_localAvatarPrefab == null) {
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Debug.LogWarning("Realtime Avatars local avatar prefab is null. No avatar prefab will be instantiated for the local player.");
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return;
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}
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GameObject avatarGameObject = Realtime.Instantiate(_localAvatarPrefab.name, true, true, true, _realtime);
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if (avatarGameObject == null) {
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Debug.LogError("RealtimeAvatarManager: Failed to instantiate RealtimeAvatar prefab for the local player.");
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return;
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}
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localAvatar = avatarGameObject.GetComponent<RealtimeAvatar>();
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if (avatarGameObject == null) {
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Debug.LogError("RealtimeAvatarManager: Successfully instantiated avatar prefab, but could not find the RealtimeAvatar component.");
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return;
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}
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localAvatar.localPlayer = _localPlayer;
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localAvatar.deviceType = GetRealtimeAvatarDeviceTypeForLocalPlayer();
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}
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public void DestroyAvatarIfNeeded() {
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if (localAvatar == null)
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return;
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Realtime.Destroy(localAvatar.gameObject);
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localAvatar = null;
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}
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}
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}
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