Ducktaped together a FishNet version of the Transport, now I need to edit the LoadBalancer and Server so it connects and actually trades information
50 lines
No EOL
1.8 KiB
C#
50 lines
No EOL
1.8 KiB
C#
#if UNITY_EDITOR
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace FishNet
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{
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internal static class ScriptingDefines
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{
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[InitializeOnLoadMethod]
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public static void AddDefineSymbols()
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{
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string currentDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
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/* Convert current defines into a hashset. This is so we can
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* determine if any of our defines were added. Only save playersettings
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* when a define is added. */
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HashSet<string> definesHs = new HashSet<string>();
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string[] currentArr = currentDefines.Split(';');
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//Add current defines into hs.
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foreach (string item in currentArr)
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definesHs.Add(item);
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string proDefine = "FISHNET_PRO";
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string[] fishNetDefines = new string[]
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{
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"FISHNET",
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};
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bool modified = false;
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//Now add FN defines.
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foreach (string item in fishNetDefines)
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modified |= definesHs.Add(item);
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/* Remove pro define if not on pro. This might look a little
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* funny because the code below varies depending on if pro or not. */
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#pragma warning disable CS0162 // Unreachable code detected
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modified |= definesHs.Remove(proDefine);
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#pragma warning restore CS0162 // Unreachable code detected
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if (modified)
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{
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Debug.Log("Added Fish-Networking defines to player settings.");
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string changedDefines = string.Join(";", definesHs);
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PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, changedDefines);
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}
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}
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}
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}
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#endif |