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PlayerRegister.cs
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PlayerRegister.cs
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using System;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace MalbersAnimations.NetCode
{
public class PlayerAddedEventArgs : EventArgs
{
public NetworkObject playerNetworkObject;
}
public class PlayerRegister : MonoBehaviour
{
public static PlayerRegister Instance { get; private set; }
public event EventHandler<PlayerAddedEventArgs> OnPlayerAdded;
[SerializeField]
private List<NetworkObject> playerNetworkObjects = new List<NetworkObject>();
private void Awake()
{
if (Instance != null)
{
Destroy(gameObject);
return;
}
Instance = this;
}
private void Start()
{
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnect;
}
private void OnClientDisconnect(ulong clientId)
{
playerNetworkObjects.RemoveAll(x => x.OwnerClientId == clientId);
}
public void AddPlayer(NetworkObject playerNetworkObject)
{
playerNetworkObjects.Add(playerNetworkObject);
OnPlayerAdded?.Invoke(this, new PlayerAddedEventArgs() { playerNetworkObject = playerNetworkObject });
}
public void RemovePlayer(NetworkObject playerNetworkObject)
{
playerNetworkObjects.Remove(playerNetworkObject);
}
public NetworkObject GetPlayerByClientId(ulong clientId)
{
return playerNetworkObjects.Find(x => x.OwnerClientId == clientId);
}
public List<NetworkObject> GetPlayerNetworkObjects()
{
playerNetworkObjects.RemoveAll(x => x == null);
return playerNetworkObjects;
}
public NetworkObject GetOwnedNetworkObject()
{
return playerNetworkObjects.Find(x => x.IsOwner);
}
}
}