room selector for lobby added
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aa85cea860
commit
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4 changed files with 148 additions and 305 deletions
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m_Text: Available Rooms
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@ -1,125 +1,121 @@
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using UnityEngine;
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using UnityEngine.UI;
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namespace Com.MyCompany.MyGame
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public class Launcher : Photon.PunBehaviour
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{
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public class Launcher : Photon.PunBehaviour
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public byte MaxPlayersPerRoom = 4;
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[Tooltip("The Ui Panel to let the user enter name, connect and play")]
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public GameObject controlPanel;
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[Tooltip("The UI Label to inform the user that the connection is in progress")]
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public Text progressLabel;
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public GameObject nameSelectorPanel, roomSelectorPanel;
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public GameObject availableRoomsPanel;
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public GameObject roomStatusPanelPrefab;
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string _gameVersion = "1";
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bool isConnecting;
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void Awake()
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{
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public byte MaxPlayersPerRoom = 4;
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// #Critical
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// we don't join the lobby. There is no need to join a lobby to get the list of rooms.
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PhotonNetwork.autoJoinLobby = false;
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[Tooltip("The Ui Panel to let the user enter name, connect and play")]
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public GameObject controlPanel;
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// #Critical
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// This makes sure we can use PhotonNetwork.LoadLevel() on the master client
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// and all clients in the same room sync their level automatically
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PhotonNetwork.automaticallySyncScene = true;
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}
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[Tooltip("The UI Label to inform the user that the connection is in progress")]
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public Text progressLabel;
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void Start()
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{
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controlPanel.SetActive(true);
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}
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public GameObject nameSelectorPanel, roomSelectorPanel;
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public GameObject availableRoomsPanel;
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public GameObject roomStatusPanelPrefab;
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string _gameVersion = "1";
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/// <summary>
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/// Keep track of the current process. Since connection is asynchronous and is based on several callbacks from Photon,
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/// we need to keep track of this to properly adjust the behavior when we receive call back by Photon.
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/// Typically this is used for the OnConnectedToMaster() callback.
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/// </summary>
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bool isConnecting;
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void Awake()
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public void Connect()
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{
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isConnecting = true;
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progressLabel.text = "Connecting...";
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if (PhotonNetwork.connected)
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{
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// #Critical
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// we don't join the lobby. There is no need to join a lobby to get the list of rooms.
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PhotonNetwork.autoJoinLobby = false;
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// #Critical
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// This makes sure we can use PhotonNetwork.LoadLevel() on the master client
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// and all clients in the same room sync their level automatically
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PhotonNetwork.automaticallySyncScene = true;
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PhotonNetwork.JoinLobby();
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}
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void Start()
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else
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{
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controlPanel.SetActive(true);
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}
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public void Connect()
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{
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isConnecting = true;
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progressLabel.text = "Connecting...";
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// we check if we are connected or not, we join if we are , else we initiate the connection to the server.
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if (PhotonNetwork.connected)
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{
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PhotonNetwork.JoinLobby();
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}
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else
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{
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PhotonNetwork.ConnectUsingSettings(_gameVersion);
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}
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}
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public override void OnConnectedToMaster()
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{
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Debug.Log("Launcher: OnConnectedToMaster() was called by PUN");
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// we don't want to do anything if we are not attempting to join a room.
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// 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
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// we don't want to do anything.
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if (isConnecting)
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{
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// #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();
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//PhotonNetwork.JoinRandomRoom();
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}
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}
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public override void OnJoinedLobby()
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{
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Debug.Log("Launcher: Entered Lobby");
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nameSelectorPanel.SetActive(false);
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roomSelectorPanel.SetActive(true);
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RefreshRoomsList();
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}
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public void RefreshRoomsList()
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{
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RoomInfo[] roomsList = PhotonNetwork.GetRoomList();
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Debug.Log("Number of rooms available: " + roomsList.Length);
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foreach (Transform child in availableRoomsPanel.transform)
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{
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Destroy(child.gameObject);
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}
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foreach (RoomInfo roomInfo in roomsList)
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{
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var roomStatusPanel = Instantiate(roomStatusPanelPrefab, availableRoomsPanel.transform);
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roomStatusPanel.GetComponent<RoomStatusPanel>().SetInformation(roomInfo);
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}
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}
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public void CreateNewRoom()
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{
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PhotonNetwork.CreateRoom(null, new RoomOptions() { MaxPlayers = MaxPlayersPerRoom }, null);
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}
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public override void OnDisconnectedFromPhoton()
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{
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Debug.LogWarning("Launcher: OnDisconnectedFromPhoton() was called by PUN");
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}
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/*
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public override void OnPhotonRandomJoinFailed(object[] codeAndMsg)
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{
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Debug.Log("Launcher:OnPhotonRandomJoinFailed() was called by PUN. No random room available, so we create one.");
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// #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.
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PhotonNetwork.CreateRoom(null, new RoomOptions() { MaxPlayers = MaxPlayersPerRoom }, null);
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}*/
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public override void OnJoinedRoom()
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{
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Debug.Log("Launcher: OnJoinedRoom() called by PUN. Now this client is in a room.");
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// #Critical: We only load if we are the first player, else we rely on PhotonNetwork.automaticallySyncScene to sync our instance scene.
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PhotonNetwork.LoadLevel("Lobby");
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PhotonNetwork.ConnectUsingSettings(_gameVersion);
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}
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}
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||||
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||||
public override void OnConnectedToMaster()
|
||||
{
|
||||
Debug.Log("Launcher: OnConnectedToMaster() was called by PUN");
|
||||
if (isConnecting)
|
||||
{
|
||||
PhotonNetwork.JoinLobby();
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnJoinedLobby()
|
||||
{
|
||||
Debug.Log("Launcher: Entered Lobby");
|
||||
nameSelectorPanel.SetActive(false);
|
||||
roomSelectorPanel.SetActive(true);
|
||||
RefreshRoomsList();
|
||||
}
|
||||
|
||||
public override void OnPhotonJoinRoomFailed(object[] codeAndMsg)
|
||||
{
|
||||
RefreshRoomsList();
|
||||
}
|
||||
|
||||
public override void OnReceivedRoomListUpdate()
|
||||
{
|
||||
RefreshRoomsList();
|
||||
}
|
||||
|
||||
public void RefreshRoomsList()
|
||||
{
|
||||
RoomInfo[] roomsList = PhotonNetwork.GetRoomList();
|
||||
foreach (Transform child in availableRoomsPanel.transform)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
foreach (RoomInfo roomInfo in roomsList)
|
||||
{
|
||||
var panel = Instantiate(roomStatusPanelPrefab, availableRoomsPanel.transform);
|
||||
var roomStatusPanel = panel.GetComponent<RoomStatusPanel>();
|
||||
roomStatusPanel.SetInformation(roomInfo);
|
||||
roomStatusPanel.launcher = this;
|
||||
}
|
||||
}
|
||||
|
||||
public void RoomSelected(RoomStatusPanel panel)
|
||||
{
|
||||
PhotonNetwork.JoinRoom(panel.GetRoomName());
|
||||
}
|
||||
|
||||
public void CreateNewRoom()
|
||||
{
|
||||
string roomName = PhotonNetwork.playerName + "'s Room";
|
||||
PhotonNetwork.CreateRoom(roomName, new RoomOptions() { MaxPlayers = MaxPlayersPerRoom }, null);
|
||||
}
|
||||
|
||||
public override void OnDisconnectedFromPhoton()
|
||||
{
|
||||
Debug.LogWarning("Launcher: OnDisconnectedFromPhoton() was called by PUN");
|
||||
}
|
||||
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -7,10 +7,31 @@ public class RoomStatusPanel : MonoBehaviour {
|
|||
|
||||
public Text roomNameText;
|
||||
public Text numPlayersText;
|
||||
public Launcher launcher;
|
||||
private int numPlayers, maxPlayers;
|
||||
|
||||
public void SetInformation(RoomInfo info)
|
||||
{
|
||||
roomNameText.text = info.Name;
|
||||
numPlayersText.text = info.PlayerCount.ToString() + "/" + info.MaxPlayers.ToString();
|
||||
numPlayers = info.PlayerCount;
|
||||
maxPlayers = info.MaxPlayers;
|
||||
numPlayersText.text = numPlayers.ToString() + "/" + maxPlayers.ToString();
|
||||
if (numPlayers == maxPlayers)
|
||||
{
|
||||
numPlayersText.color = Color.red;
|
||||
}
|
||||
}
|
||||
|
||||
public void RoomSelected()
|
||||
{
|
||||
if (numPlayers <= maxPlayers)
|
||||
{
|
||||
launcher.RoomSelected(this);
|
||||
}
|
||||
}
|
||||
|
||||
public string GetRoomName()
|
||||
{
|
||||
return roomNameText.text;
|
||||
}
|
||||
}
|
||||
|
|
Reference in a new issue