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https://github.com/smyalygames/monopoly.git
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Added multiplayer plugin
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186
Assets/Mirror/Editor/NetworkBehaviourInspector.cs
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186
Assets/Mirror/Editor/NetworkBehaviourInspector.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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namespace Mirror
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{
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[CustomEditor(typeof(NetworkBehaviour), true)]
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[CanEditMultipleObjects]
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public class NetworkBehaviourInspector : Editor
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{
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/// <summary>
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/// List of all visible syncVars in target class
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/// </summary>
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protected List<string> syncVarNames = new List<string>();
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bool syncsAnything;
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SyncListDrawer syncListDrawer;
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// does this type sync anything? otherwise we don't need to show syncInterval
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bool SyncsAnything(Type scriptClass)
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{
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// check for all SyncVar fields, they don't have to be visible
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foreach (FieldInfo field in InspectorHelper.GetAllFields(scriptClass, typeof(NetworkBehaviour)))
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{
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if (field.IsSyncVar())
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{
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return true;
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}
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}
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// has OnSerialize that is not in NetworkBehaviour?
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// then it either has a syncvar or custom OnSerialize. either way
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// this means we have something to sync.
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MethodInfo method = scriptClass.GetMethod("OnSerialize");
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if (method != null && method.DeclaringType != typeof(NetworkBehaviour))
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{
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return true;
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}
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// SyncObjects are serialized in NetworkBehaviour.OnSerialize, which
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// is always there even if we don't use SyncObjects. so we need to
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// search for SyncObjects manually.
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// Any SyncObject should be added to syncObjects when unity creates an
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// object so we can cheeck length of list so see if sync objects exists
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FieldInfo syncObjectsField = scriptClass.GetField("syncObjects", BindingFlags.NonPublic | BindingFlags.Instance);
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List<SyncObject> syncObjects = (List<SyncObject>)syncObjectsField.GetValue(serializedObject.targetObject);
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return syncObjects.Count > 0;
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}
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void OnEnable()
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{
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if (target == null) { Debug.LogWarning("NetworkBehaviourInspector had no target object"); return; }
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// If target's base class is changed from NetworkBehaviour to MonoBehaviour
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// then Unity temporarily keep using this Inspector causing things to break
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if (!(target is NetworkBehaviour)) { return; }
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Type scriptClass = target.GetType();
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syncVarNames = new List<string>();
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foreach (FieldInfo field in InspectorHelper.GetAllFields(scriptClass, typeof(NetworkBehaviour)))
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{
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if (field.IsSyncVar() && field.IsVisibleField())
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{
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syncVarNames.Add(field.Name);
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}
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}
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syncListDrawer = new SyncListDrawer(serializedObject.targetObject);
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syncsAnything = SyncsAnything(scriptClass);
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}
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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DrawDefaultSyncLists();
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DrawDefaultSyncSettings();
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}
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/// <summary>
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/// Draws Sync Objects that are IEnumerable
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/// </summary>
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protected void DrawDefaultSyncLists()
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{
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// Need this check incase OnEnable returns early
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if (syncListDrawer == null) { return; }
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syncListDrawer.Draw();
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}
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/// <summary>
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/// Draws SyncSettings if the NetworkBehaviour has anything to sync
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/// </summary>
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protected void DrawDefaultSyncSettings()
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{
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// does it sync anything? then show extra properties
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// (no need to show it if the class only has Cmds/Rpcs and no sync)
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if (!syncsAnything)
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{
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return;
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}
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Sync Settings", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(serializedObject.FindProperty("syncMode"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("syncInterval"));
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// apply
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serializedObject.ApplyModifiedProperties();
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}
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}
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public class SyncListDrawer
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{
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readonly UnityEngine.Object targetObject;
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readonly List<SyncListField> syncListFields;
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public SyncListDrawer(UnityEngine.Object targetObject)
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{
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this.targetObject = targetObject;
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syncListFields = new List<SyncListField>();
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foreach (FieldInfo field in InspectorHelper.GetAllFields(targetObject.GetType(), typeof(NetworkBehaviour)))
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{
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if (field.IsSyncObject() && field.IsVisibleSyncObject())
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{
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syncListFields.Add(new SyncListField(field));
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}
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}
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}
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public void Draw()
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{
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if (syncListFields.Count == 0) { return; }
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Sync Lists", EditorStyles.boldLabel);
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for (int i = 0; i < syncListFields.Count; i++)
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{
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DrawSyncList(syncListFields[i]);
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}
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}
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void DrawSyncList(SyncListField syncListField)
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{
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syncListField.visible = EditorGUILayout.Foldout(syncListField.visible, syncListField.label);
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if (syncListField.visible)
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{
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using (new EditorGUI.IndentLevelScope())
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{
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object fieldValue = syncListField.field.GetValue(targetObject);
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if (fieldValue is IEnumerable synclist)
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{
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int index = 0;
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foreach (object item in synclist)
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{
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string itemValue = item != null ? item.ToString() : "NULL";
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string itemLabel = "Element " + index;
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EditorGUILayout.LabelField(itemLabel, itemValue);
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index++;
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}
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}
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}
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}
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}
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class SyncListField
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{
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public bool visible;
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public readonly FieldInfo field;
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public readonly string label;
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public SyncListField(FieldInfo field)
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{
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this.field = field;
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visible = false;
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label = field.Name + " [" + field.FieldType.Name + "]";
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}
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}
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}
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} //namespace
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