mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
feat: Updated Chat Example
- Now uses Network Authenticator - ChatUI is now a networked object with Cmd/Rpc - Player is much simplified - LoginUI is a separate canvas - Login and server HUD combined into one panel
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212
Assets/Mirror/Examples/Chat/Scripts/ChatAuthenticator.cs
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212
Assets/Mirror/Examples/Chat/Scripts/ChatAuthenticator.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 Mirror;
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using UnityEngine;
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/*
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Documentation: https://mirror-networking.gitbook.io/docs/components/network-authenticators
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API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkAuthenticator.html
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*/
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namespace Mirror.Examples.Chat
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{
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[AddComponentMenu("")]
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public class ChatAuthenticator : NetworkAuthenticator
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{
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readonly HashSet<NetworkConnection> connectionsPendingDisconnect = new HashSet<NetworkConnection>();
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[Header("Client Username")]
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public string playerName;
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#region Messages
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public struct AuthRequestMessage : NetworkMessage
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{
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// use whatever credentials make sense for your game
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// for example, you might want to pass the accessToken if using oauth
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public string authUsername;
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}
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public struct AuthResponseMessage : NetworkMessage
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{
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public byte code;
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public string message;
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}
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#endregion
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#region Server
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/// <summary>
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/// Called on server from StartServer to initialize the Authenticator
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/// <para>Server message handlers should be registered in this method.</para>
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/// </summary>
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public override void OnStartServer()
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{
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// register a handler for the authentication request we expect from client
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NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
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}
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/// <summary>
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/// Called on server from StopServer to reset the Authenticator
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/// <para>Server message handlers should be registered in this method.</para>
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/// </summary>
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public override void OnStopServer()
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{
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// unregister the handler for the authentication request
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NetworkServer.UnregisterHandler<AuthRequestMessage>();
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}
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/// <summary>
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/// Called on server from OnServerAuthenticateInternal when a client needs to authenticate
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/// </summary>
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/// <param name="conn">Connection to client.</param>
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public override void OnServerAuthenticate(NetworkConnection conn)
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{
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// do nothing...wait for AuthRequestMessage from client
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}
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/// <summary>
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/// Called on server when the client's AuthRequestMessage arrives
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/// </summary>
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/// <param name="conn">Connection to client.</param>
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/// <param name="msg">The message payload</param>
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public void OnAuthRequestMessage(NetworkConnection conn, AuthRequestMessage msg)
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{
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Debug.Log($"Authentication Request: {msg.authUsername}");
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if (connectionsPendingDisconnect.Contains(conn)) return;
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// check the credentials by calling your web server, database table, playfab api, or any method appropriate.
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if (!Player.playerNames.Contains(msg.authUsername))
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{
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// Add the name to the HashSet
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Player.playerNames.Add(msg.authUsername);
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// Store username in authenticationData
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// This will be read in Player.OnStartServer
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// to set the playerName SyncVar.
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conn.authenticationData = msg.authUsername;
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// create and send msg to client so it knows to proceed
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AuthResponseMessage authResponseMessage = new AuthResponseMessage
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{
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code = 100,
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message = "Success"
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};
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conn.Send(authResponseMessage);
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// Accept the successful authentication
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ServerAccept(conn);
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}
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else
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{
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connectionsPendingDisconnect.Add(conn);
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// create and send msg to client so it knows to disconnect
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AuthResponseMessage authResponseMessage = new AuthResponseMessage
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{
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code = 200,
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message = "Username already in use...try again"
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};
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conn.Send(authResponseMessage);
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// must set NetworkConnection isAuthenticated = false
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conn.isAuthenticated = false;
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// disconnect the client after 1 second so that response message gets delivered
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StartCoroutine(DelayedDisconnect(conn, 1f));
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}
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}
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IEnumerator DelayedDisconnect(NetworkConnection conn, float waitTime)
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{
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yield return new WaitForSeconds(waitTime);
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// Reject the unsuccessful authentication
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ServerReject(conn);
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yield return null;
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// remove conn from pending connections
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connectionsPendingDisconnect.Remove(conn);
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}
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#endregion
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#region Client
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// Called by UI element Username.OnValueChanged
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public void SetPlayername(string username)
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{
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playerName = username;
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LoginUI.instance.errorText.text = string.Empty;
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LoginUI.instance.errorText.gameObject.SetActive(false);
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}
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/// <summary>
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/// Called on client from StartClient to initialize the Authenticator
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/// <para>Client message handlers should be registered in this method.</para>
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/// </summary>
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public override void OnStartClient()
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{
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// register a handler for the authentication response we expect from server
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NetworkClient.RegisterHandler<AuthResponseMessage>((Action<AuthResponseMessage>)OnAuthResponseMessage, false);
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}
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/// <summary>
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/// Called on client from StopClient to reset the Authenticator
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/// <para>Client message handlers should be unregistered in this method.</para>
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/// </summary>
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public override void OnStopClient()
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{
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// unregister the handler for the authentication response
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NetworkClient.UnregisterHandler<AuthResponseMessage>();
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}
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/// <summary>
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/// Called on client from OnClientAuthenticateInternal when a client needs to authenticate
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/// </summary>
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public override void OnClientAuthenticate()
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{
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AuthRequestMessage authRequestMessage = new AuthRequestMessage
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{
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authUsername = playerName,
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};
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NetworkClient.connection.Send(authRequestMessage);
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}
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/// <summary>
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/// Called on client when the server's AuthResponseMessage arrives
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/// </summary>
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/// <param name="msg">The message payload</param>
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public void OnAuthResponseMessage(AuthResponseMessage msg)
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{
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if (msg.code == 100)
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{
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Debug.Log($"Authentication Response: {msg.message}");
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// Authentication has been accepted
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ClientAccept();
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}
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else
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{
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Debug.LogError($"Authentication Response: {msg.message}");
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// Authentication has been rejected
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// StopHost works for both host client and remote clients
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NetworkManager.singleton.StopHost();
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// Do this AFTER StopHost so it doesn't get cleared / hidden by OnClientDisconnect
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LoginUI.instance.errorText.text = msg.message;
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LoginUI.instance.errorText.gameObject.SetActive(true);
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}
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}
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#endregion
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}
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}
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fileFormatVersion: 2
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guid: 6e2e6b40604520d408bef0a5243a58cd
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -10,64 +10,27 @@ namespace Mirror.Examples.Chat
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[AddComponentMenu("")]
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public class ChatNetworkManager : NetworkManager
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{
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[Header("Chat GUI")]
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public ChatWindow chatWindow;
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public string PlayerName;
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#region Messages
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public struct CreatePlayerMessage : NetworkMessage
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{
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public string name;
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}
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#endregion
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#region Server
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public override void OnStartServer()
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{
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base.OnStartServer();
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NetworkServer.RegisterHandler<CreatePlayerMessage>(OnCreatePlayer);
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}
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void OnCreatePlayer(NetworkConnection connection, CreatePlayerMessage createPlayerMessage)
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{
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// create a gameobject using the name supplied by client
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GameObject playergo = Instantiate(playerPrefab);
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playergo.GetComponent<Player>().playerName = createPlayerMessage.name;
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// set it as the player
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NetworkServer.AddPlayerForConnection(connection, playergo);
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chatWindow.gameObject.SetActive(true);
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}
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#endregion
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#region Client
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// Called by UI element UsernameInput.OnValueChanged
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public void SetPlayername(string playerName)
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{
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PlayerName = playerName;
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}
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// Called by UI element NetworkAddressInput.OnValueChanged
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public void SetHostname(string hostname)
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{
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networkAddress = hostname;
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}
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public override void OnClientConnect()
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public override void OnServerDisconnect(NetworkConnection conn)
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{
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base.OnClientConnect();
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// remove player name from the HashSet
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if (conn.authenticationData != null)
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Player.playerNames.Remove((string)conn.authenticationData);
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// tell the server to create a player with this name
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NetworkClient.connection.Send(new CreatePlayerMessage { name = PlayerName });
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base.OnServerDisconnect(conn);
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}
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#endregion
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public override void OnClientDisconnect()
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{
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base.OnClientDisconnect();
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LoginUI.instance.gameObject.SetActive(true);
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LoginUI.instance.usernameInput.text = "";
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LoginUI.instance.usernameInput.ActivateInputField();
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}
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}
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}
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80
Assets/Mirror/Examples/Chat/Scripts/ChatUI.cs
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80
Assets/Mirror/Examples/Chat/Scripts/ChatUI.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Mirror.Examples.Chat
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{
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public class ChatUI : NetworkBehaviour
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{
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[Header("UI Elements")]
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public InputField chatMessage;
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public Text chatHistory;
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public Scrollbar scrollbar;
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[Header("Diagnostic - Do Not Edit")]
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public string localPlayerName;
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Dictionary<NetworkConnectionToClient, string> connNames = new Dictionary<NetworkConnectionToClient, string>();
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public static ChatUI instance;
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void Awake()
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{
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instance = this;
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}
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[Command(requiresAuthority = false)]
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public void CmdSend(string message, NetworkConnectionToClient sender = null)
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{
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if (!connNames.ContainsKey(sender))
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connNames.Add(sender, sender.identity.GetComponent<Player>().playerName);
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if (!string.IsNullOrWhiteSpace(message))
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RpcReceive(connNames[sender], message.Trim());
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}
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[ClientRpc]
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public void RpcReceive(string playerName, string message)
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{
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string prettyMessage = playerName == localPlayerName ?
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$"<color=red>{playerName}:</color> {message}" :
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$"<color=blue>{playerName}:</color> {message}";
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AppendMessage(prettyMessage);
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}
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public void OnEndEdit(string input)
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{
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if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetButtonDown("Submit"))
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SendMessage();
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}
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// Called by OnEndEdit above and UI element SendButton.OnClick
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public void SendMessage()
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{
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if (!string.IsNullOrWhiteSpace(chatMessage.text))
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{
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CmdSend(chatMessage.text.Trim());
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chatMessage.text = string.Empty;
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chatMessage.ActivateInputField();
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}
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}
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internal void AppendMessage(string message)
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{
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StartCoroutine(AppendAndScroll(message));
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}
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IEnumerator AppendAndScroll(string message)
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{
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chatHistory.text += message + "\n";
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// it takes 2 frames for the UI to update ?!?!
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yield return null;
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yield return null;
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// slam the scrollbar down
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scrollbar.value = 0;
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}
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}
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}
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@ -1,72 +0,0 @@
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Mirror.Examples.Chat
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{
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public class ChatWindow : MonoBehaviour
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{
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public InputField chatMessage;
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public Text chatHistory;
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public Scrollbar scrollbar;
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public void Awake()
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{
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Player.OnMessage += OnPlayerMessage;
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chatMessage.onEndEdit.AddListener(OnEndEdit);
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}
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void OnEndEdit(string input)
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{
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if (Input.GetKeyDown(KeyCode.Return)
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|| Input.GetKeyDown(KeyCode.KeypadEnter)
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|| Input.GetButtonDown("Submit"))
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{
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//Debug.Log($"OnEndEdit {input}");
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SendMessage();
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chatMessage.text = string.Empty;
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chatMessage.ActivateInputField();
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}
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}
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void OnPlayerMessage(Player player, string message)
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{
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string prettyMessage = player.isLocalPlayer ?
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$"<color=red>{player.playerName}:</color> {message}" :
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$"<color=blue>{player.playerName}:</color> {message}";
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AppendMessage(prettyMessage);
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Debug.Log(message);
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}
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// Called by UI element SendButton.OnClick
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public void SendMessage()
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{
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if (chatMessage.text.Trim() == string.Empty)
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return;
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// get our player
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Player player = NetworkClient.connection.identity.GetComponent<Player>();
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// send a message
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player.CmdSend(chatMessage.text.Trim());
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}
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internal void AppendMessage(string message)
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{
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StartCoroutine(AppendAndScroll(message));
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}
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IEnumerator AppendAndScroll(string message)
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{
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chatHistory.text += message + "\n";
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// it takes 2 frames for the UI to update ?!?!
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yield return null;
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yield return null;
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// slam the scrollbar down
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scrollbar.value = 0;
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}
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}
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}
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29
Assets/Mirror/Examples/Chat/Scripts/LoginUI.cs
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Assets/Mirror/Examples/Chat/Scripts/LoginUI.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Mirror.Examples.Chat
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{
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public class LoginUI : MonoBehaviour
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{
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[Header("UI Elements")]
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public InputField usernameInput;
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public Button hostButton;
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public Button clientButton;
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public Text errorText;
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public static LoginUI instance;
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void Awake()
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{
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instance = this;
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}
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public void ToggleButtons(string username)
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{
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hostButton.interactable = !string.IsNullOrWhiteSpace(username);
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clientButton.interactable = !string.IsNullOrWhiteSpace(username);
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}
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}
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}
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Assets/Mirror/Examples/Chat/Scripts/LoginUI.cs.meta
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11
Assets/Mirror/Examples/Chat/Scripts/LoginUI.cs.meta
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fileFormatVersion: 2
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guid: 7a77ca56c9d91af4b81b73a9907d6112
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,25 +1,23 @@
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using System;
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using System.Collections.Generic;
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namespace Mirror.Examples.Chat
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{
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public class Player : NetworkBehaviour
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{
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[SyncVar]
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public string playerName;
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public static readonly HashSet<string> playerNames = new HashSet<string>();
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public static event Action<Player, string> OnMessage;
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[Command]
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public void CmdSend(string message)
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public override void OnStartServer()
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{
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if (message.Trim() != string.Empty)
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RpcReceive(message.Trim());
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playerName = (string)connectionToClient.authenticationData;
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}
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[ClientRpc]
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public void RpcReceive(string message)
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[SyncVar(hook = nameof(OnPlayerNameChanged))]
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public string playerName;
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void OnPlayerNameChanged(string _, string newName)
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{
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OnMessage?.Invoke(this, message);
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ChatUI.instance.localPlayerName = playerName;
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}
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}
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}
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