room selector for lobby added

This commit is contained in:
Steven 2017-09-28 01:42:24 -05:00
parent aa85cea860
commit 80ad880d65
4 changed files with 148 additions and 305 deletions

View file

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View file

@ -1,8 +1,7 @@
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
namespace Com.MyCompany.MyGame
{
public class Launcher : Photon.PunBehaviour public class Launcher : Photon.PunBehaviour
{ {
public byte MaxPlayersPerRoom = 4; public byte MaxPlayersPerRoom = 4;
@ -20,11 +19,6 @@ namespace Com.MyCompany.MyGame
public GameObject roomStatusPanelPrefab; public GameObject roomStatusPanelPrefab;
string _gameVersion = "1"; 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; bool isConnecting;
void Awake() void Awake()
@ -33,7 +27,6 @@ namespace Com.MyCompany.MyGame
// we don't join the lobby. There is no need to join a lobby to get the list of rooms. // we don't join the lobby. There is no need to join a lobby to get the list of rooms.
PhotonNetwork.autoJoinLobby = false; PhotonNetwork.autoJoinLobby = false;
// #Critical // #Critical
// This makes sure we can use PhotonNetwork.LoadLevel() on the master client // This makes sure we can use PhotonNetwork.LoadLevel() on the master client
// and all clients in the same room sync their level automatically // and all clients in the same room sync their level automatically
@ -49,7 +42,6 @@ namespace Com.MyCompany.MyGame
{ {
isConnecting = true; isConnecting = true;
progressLabel.text = "Connecting..."; 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) if (PhotonNetwork.connected)
{ {
PhotonNetwork.JoinLobby(); PhotonNetwork.JoinLobby();
@ -63,14 +55,9 @@ namespace Com.MyCompany.MyGame
public override void OnConnectedToMaster() public override void OnConnectedToMaster()
{ {
Debug.Log("Launcher: OnConnectedToMaster() was called by PUN"); 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) 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()
PhotonNetwork.JoinLobby(); PhotonNetwork.JoinLobby();
//PhotonNetwork.JoinRandomRoom();
} }
} }
@ -82,24 +69,41 @@ namespace Com.MyCompany.MyGame
RefreshRoomsList(); RefreshRoomsList();
} }
public override void OnPhotonJoinRoomFailed(object[] codeAndMsg)
{
RefreshRoomsList();
}
public override void OnReceivedRoomListUpdate()
{
RefreshRoomsList();
}
public void RefreshRoomsList() public void RefreshRoomsList()
{ {
RoomInfo[] roomsList = PhotonNetwork.GetRoomList(); RoomInfo[] roomsList = PhotonNetwork.GetRoomList();
Debug.Log("Number of rooms available: " + roomsList.Length);
foreach (Transform child in availableRoomsPanel.transform) foreach (Transform child in availableRoomsPanel.transform)
{ {
Destroy(child.gameObject); Destroy(child.gameObject);
} }
foreach (RoomInfo roomInfo in roomsList) foreach (RoomInfo roomInfo in roomsList)
{ {
var roomStatusPanel = Instantiate(roomStatusPanelPrefab, availableRoomsPanel.transform); var panel = Instantiate(roomStatusPanelPrefab, availableRoomsPanel.transform);
roomStatusPanel.GetComponent<RoomStatusPanel>().SetInformation(roomInfo); var roomStatusPanel = panel.GetComponent<RoomStatusPanel>();
roomStatusPanel.SetInformation(roomInfo);
roomStatusPanel.launcher = this;
} }
} }
public void RoomSelected(RoomStatusPanel panel)
{
PhotonNetwork.JoinRoom(panel.GetRoomName());
}
public void CreateNewRoom() public void CreateNewRoom()
{ {
PhotonNetwork.CreateRoom(null, new RoomOptions() { MaxPlayers = MaxPlayersPerRoom }, null); string roomName = PhotonNetwork.playerName + "'s Room";
PhotonNetwork.CreateRoom(roomName, new RoomOptions() { MaxPlayers = MaxPlayersPerRoom }, null);
} }
public override void OnDisconnectedFromPhoton() public override void OnDisconnectedFromPhoton()
@ -107,14 +111,6 @@ namespace Com.MyCompany.MyGame
Debug.LogWarning("Launcher: OnDisconnectedFromPhoton() was called by PUN"); Debug.LogWarning("Launcher: OnDisconnectedFromPhoton() was called by PUN");
} }
/*
public override void OnPhotonRandomJoinFailed(object[] codeAndMsg)
{
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);
}*/
public override void OnJoinedRoom() public override void OnJoinedRoom()
{ {
Debug.Log("Launcher: OnJoinedRoom() called by PUN. Now this client is in a room."); Debug.Log("Launcher: OnJoinedRoom() called by PUN. Now this client is in a room.");
@ -122,4 +118,4 @@ namespace Com.MyCompany.MyGame
PhotonNetwork.LoadLevel("Lobby"); PhotonNetwork.LoadLevel("Lobby");
} }
} }
}

View file

@ -7,10 +7,31 @@ public class RoomStatusPanel : MonoBehaviour {
public Text roomNameText; public Text roomNameText;
public Text numPlayersText; public Text numPlayersText;
public Launcher launcher;
private int numPlayers, maxPlayers;
public void SetInformation(RoomInfo info) public void SetInformation(RoomInfo info)
{ {
roomNameText.text = info.Name; 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;
} }
} }