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project-undercover/Project Undercover/Assets/Scripts/Launcher.cs

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using UnityEngine;
using UnityEngine.UI;
namespace Com.MyCompany.MyGame
{
public class Launcher : Photon.PunBehaviour
{
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public byte MaxPlayersPerRoom = 4;
[Tooltip("The Ui Panel to let the user enter name, connect and play")]
public GameObject controlPanel;
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[Tooltip("The UI Label to inform the user that the connection is in progress")]
public Text progressLabel;
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public GameObject nameSelectorPanel, roomSelectorPanel;
public GameObject availableRoomsPanel;
public GameObject roomStatusPanelPrefab;
string _gameVersion = "1";
/// <summary>
/// Keep track of the current process. Since connection is asynchronous and is based on several callbacks from Photon,
/// we need to keep track of this to properly adjust the behavior when we receive call back by Photon.
/// Typically this is used for the OnConnectedToMaster() callback.
/// </summary>
bool isConnecting;
void Awake()
{
// #Critical
// we don't join the lobby. There is no need to join a lobby to get the list of rooms.
PhotonNetwork.autoJoinLobby = false;
// #Critical
// This makes sure we can use PhotonNetwork.LoadLevel() on the master client
// and all clients in the same room sync their level automatically
PhotonNetwork.automaticallySyncScene = true;
}
void Start()
{
controlPanel.SetActive(true);
}
public void Connect()
{
isConnecting = true;
progressLabel.text = "Connecting...";
// we check if we are connected or not, we join if we are , else we initiate the connection to the server.
if (PhotonNetwork.connected)
{
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PhotonNetwork.JoinLobby();
}
else
{
PhotonNetwork.ConnectUsingSettings(_gameVersion);
}
}
public override void OnConnectedToMaster()
{
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Debug.Log("Launcher: OnConnectedToMaster() was called by PUN");
// we don't want to do anything if we are not attempting to join a room.
// this case where isConnecting is false is typically when you lost or quit the game, when this level is loaded, OnConnectedToMaster will be called, in that case
// we don't want to do anything.
if (isConnecting)
{
// #Critical: The first we try to do is to join a potential existing room. If there is, good, else, we'll be called back with OnPhotonRandomJoinFailed()
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PhotonNetwork.JoinLobby();
//PhotonNetwork.JoinRandomRoom();
}
}
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public override void OnJoinedLobby()
{
Debug.Log("Launcher: Entered Lobby");
nameSelectorPanel.SetActive(false);
roomSelectorPanel.SetActive(true);
RefreshRoomsList();
}
public void RefreshRoomsList()
{
RoomInfo[] roomsList = PhotonNetwork.GetRoomList();
Debug.Log("Number of rooms available: " + roomsList.Length);
foreach (Transform child in availableRoomsPanel.transform)
{
Destroy(child.gameObject);
}
foreach (RoomInfo roomInfo in roomsList)
{
var roomStatusPanel = Instantiate(roomStatusPanelPrefab, availableRoomsPanel.transform);
roomStatusPanel.GetComponent<RoomStatusPanel>().SetInformation(roomInfo);
}
}
public void CreateNewRoom()
{
PhotonNetwork.CreateRoom(null, new RoomOptions() { MaxPlayers = MaxPlayersPerRoom }, null);
}
public override void OnDisconnectedFromPhoton()
{
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Debug.LogWarning("Launcher: OnDisconnectedFromPhoton() was called by PUN");
}
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/*
public override void OnPhotonRandomJoinFailed(object[] codeAndMsg)
{
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Debug.Log("Launcher:OnPhotonRandomJoinFailed() was called by PUN. No random room available, so we create one.");
// #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.
PhotonNetwork.CreateRoom(null, new RoomOptions() { MaxPlayers = MaxPlayersPerRoom }, null);
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}*/
public override void OnJoinedRoom()
{
Debug.Log("Launcher: OnJoinedRoom() called by PUN. Now this client is in a room.");
// #Critical: We only load if we are the first player, else we rely on PhotonNetwork.automaticallySyncScene to sync our instance scene.
PhotonNetwork.LoadLevel("Lobby");
}
}
}