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feat: Chat example (#1305)
* Add chat example * Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs Co-Authored-By: MrGadget <chris@clevertech.net> * Update Assets/Mirror/Examples/Chat/Scripts/Player.cs Co-Authored-By: MrGadget <chris@clevertech.net> * Update Assets/Mirror/Examples/Chat/Scripts/ChatWindow.cs Co-Authored-By: MrGadget <chris@clevertech.net> * Update Assets/Mirror/Examples/Chat/Scripts/Player.cs Co-Authored-By: MrGadget <chris@clevertech.net> * Update Assets/Mirror/Examples/Chat/Scripts/Player.cs Co-Authored-By: MrGadget <chris@clevertech.net> * Update Assets/Mirror/Examples/Chat/Scripts/Player.cs Co-Authored-By: MrGadget <chris@clevertech.net> * Change package to chat * Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs Co-Authored-By: MrGadget <chris@clevertech.net> * Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs Co-Authored-By: MrGadget <chris@clevertech.net> * Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs Co-Authored-By: MrGadget <chris@clevertech.net> * Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs Co-Authored-By: MrGadget <chris@clevertech.net> * Update Assets/Mirror/Examples/Chat/Scripts/ChatWindow.cs Co-Authored-By: MrGadget <chris@clevertech.net> * UI FIxes * Lighting * Fixed ScrollView * Fixed username assignment * removed commented line * Layout refinement * remove empty lines Co-Authored-By: MrGadget <chris@clevertech.net> * fixed which element was enabled * Strip unprintable characters * reverted ASCI filter Co-authored-by: MrGadget <chris@clevertech.net>
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Assets/Mirror/Examples/Chat.meta
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Assets/Mirror/Examples/Chat/Scenes/Main.unity
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Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
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Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.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 Mirror;
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using System;
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namespace Mirror.Examples.Chat
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{
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public class ChatNetworkManager : NetworkManager
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{
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public string playerName { get; set; }
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public void SetHostname(string hostname)
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{
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this.networkAddress = hostname;
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}
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public ChatWindow chatWindow;
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public class CreatePlayerMessage: MessageBase
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{
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public string name;
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}
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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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public override void OnClientConnect(NetworkConnection conn)
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{
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base.OnClientConnect(conn);
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// tell the server to create a player with this name
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conn.Send(new CreatePlayerMessage
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{
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name = playerName
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});
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}
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private 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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}
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}
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}
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Assets/Mirror/Examples/Chat/Scripts/ChatWindow.cs
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Assets/Mirror/Examples/Chat/Scripts/ChatWindow.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 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 OnSend()
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{
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if (chatMessage.text.Trim() == "") 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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chatMessage.text = "";
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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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Assets/Mirror/Examples/Chat/Scripts/ChatWindow.cs.meta
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Assets/Mirror/Examples/Chat/Scripts/Player.cs
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Assets/Mirror/Examples/Chat/Scripts/Player.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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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 ChatWindow chatWindow => ((ChatNetworkManager)NetworkManager.singleton).chatWindow;
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[Command]
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public void CmdSend(string message)
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{
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if (message.Trim() != "")
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RpcReceive(message.Trim());
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}
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public override void OnStartLocalPlayer()
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{
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chatWindow.gameObject.SetActive(true);
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}
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[ClientRpc]
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public void RpcReceive(string message)
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{
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string prettyMessage = isLocalPlayer ?
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$"<color=red>{playerName}: </color> {message}" :
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$"<color=blue>{playerName}: </color> {message}";
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chatWindow.AppendMessage(prettyMessage);
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Debug.Log(message);
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}
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}
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}
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