Mirror/Unity-Technologies-networking/Runtime/NetworkLobbyPlayer.cs

220 lines
6.5 KiB
C#

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