mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
227 lines
6.6 KiB
C#
227 lines
6.6 KiB
C#
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#if ENABLE_UNET
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using System;
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using UnityEngine;
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using UnityEngine.Networking.NetworkSystem;
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using UnityEngine.SceneManagement;
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namespace UnityEngine.Networking
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{
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/NetworkLobbyPlayer")]
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public class NetworkLobbyPlayer : NetworkBehaviour
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{
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[Tooltip("Enable to show the default lobby GUI for this player.")]
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[SerializeField] public bool ShowLobbyGUI = true;
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byte m_Slot;
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bool m_ReadyToBegin;
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public byte slot { get { return m_Slot; } set { m_Slot = value; }}
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public bool readyToBegin { get { return m_ReadyToBegin; } set { m_ReadyToBegin = value; } }
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void Start()
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{
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DontDestroyOnLoad(gameObject);
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}
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void OnEnable()
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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void OnDisable()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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public override void OnStartClient()
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{
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var lobby = NetworkManager.singleton as NetworkLobbyManager;
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if (lobby)
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{
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lobby.lobbySlots[m_Slot] = this;
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m_ReadyToBegin = false;
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OnClientEnterLobby();
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}
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else
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{
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Debug.LogError("LobbyPlayer could not find a NetworkLobbyManager. The LobbyPlayer requires a NetworkLobbyManager object to function. Make sure that there is one in the scene.");
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}
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}
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public void SendReadyToBeginMessage()
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{
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if (LogFilter.logDebug) { Debug.Log("NetworkLobbyPlayer SendReadyToBeginMessage"); }
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var lobby = NetworkManager.singleton as NetworkLobbyManager;
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if (lobby)
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{
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var msg = new LobbyReadyToBeginMessage();
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msg.slotId = (byte)playerControllerId;
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msg.readyState = true;
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lobby.client.Send(MsgType.LobbyReadyToBegin, msg);
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}
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}
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public void SendNotReadyToBeginMessage()
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{
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if (LogFilter.logDebug) { Debug.Log("NetworkLobbyPlayer SendReadyToBeginMessage"); }
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var lobby = NetworkManager.singleton as NetworkLobbyManager;
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if (lobby)
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{
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var msg = new LobbyReadyToBeginMessage();
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msg.slotId = (byte)playerControllerId;
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msg.readyState = false;
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lobby.client.Send(MsgType.LobbyReadyToBegin, msg);
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}
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}
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public void SendSceneLoadedMessage()
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{
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if (LogFilter.logDebug) { Debug.Log("NetworkLobbyPlayer SendSceneLoadedMessage"); }
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var lobby = NetworkManager.singleton as NetworkLobbyManager;
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if (lobby)
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{
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var msg = new IntegerMessage(playerControllerId);
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lobby.client.Send(MsgType.LobbySceneLoaded, msg);
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}
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}
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void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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var lobby = NetworkManager.singleton as NetworkLobbyManager;
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if (lobby)
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{
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// dont even try this in the startup scene
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// Should we check if the LoadSceneMode is Single or Additive??
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// Can the lobby scene be loaded Additively??
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string loadedSceneName = scene.name;
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if (loadedSceneName == lobby.lobbyScene)
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{
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return;
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}
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}
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if (isLocalPlayer)
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{
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SendSceneLoadedMessage();
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}
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}
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public void RemovePlayer()
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{
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if (isLocalPlayer && !m_ReadyToBegin)
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{
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if (LogFilter.logDebug) { Debug.Log("NetworkLobbyPlayer RemovePlayer"); }
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ClientScene.RemovePlayer(GetComponent<NetworkIdentity>().playerControllerId);
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}
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}
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// ------------------------ callbacks ------------------------
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public virtual void OnClientEnterLobby()
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{
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}
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public virtual void OnClientExitLobby()
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{
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}
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public virtual void OnClientReady(bool readyState)
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{
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}
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// ------------------------ Custom Serialization ------------------------
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public override bool OnSerialize(NetworkWriter writer, bool initialState)
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{
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// dirty flag
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writer.WritePackedUInt32(1);
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writer.Write(m_Slot);
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writer.Write(m_ReadyToBegin);
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return true;
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}
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public override void OnDeserialize(NetworkReader reader, bool initialState)
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{
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var dirty = reader.ReadPackedUInt32();
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if (dirty == 0)
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return;
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m_Slot = reader.ReadByte();
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m_ReadyToBegin = reader.ReadBoolean();
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}
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// ------------------------ optional UI ------------------------
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void OnGUI()
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{
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if (!ShowLobbyGUI)
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return;
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var lobby = NetworkManager.singleton as NetworkLobbyManager;
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if (lobby)
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{
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if (!lobby.showLobbyGUI)
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return;
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string loadedSceneName = SceneManager.GetSceneAt(0).name;
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if (loadedSceneName != lobby.lobbyScene)
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return;
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}
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Rect rec = new Rect(100 + m_Slot * 100, 200, 90, 20);
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if (isLocalPlayer)
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{
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string youStr;
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if (m_ReadyToBegin)
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{
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youStr = "(Ready)";
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}
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else
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{
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youStr = "(Not Ready)";
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}
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GUI.Label(rec, youStr);
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if (m_ReadyToBegin)
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{
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rec.y += 25;
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if (GUI.Button(rec, "STOP"))
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{
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SendNotReadyToBeginMessage();
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}
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}
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else
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{
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rec.y += 25;
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if (GUI.Button(rec, "START"))
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{
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SendReadyToBeginMessage();
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}
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rec.y += 25;
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if (GUI.Button(rec, "Remove"))
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{
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ClientScene.RemovePlayer(GetComponent<NetworkIdentity>().playerControllerId);
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}
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}
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}
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else
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{
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GUI.Label(rec, "Player [" + netId + "]");
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rec.y += 25;
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GUI.Label(rec, "Ready [" + m_ReadyToBegin + "]");
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}
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}
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}
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}
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#endif // ENABLE_UNET
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