Merge pull request #30 from jrdoli/lobby_manager_update
Lobby manager update
This commit is contained in:
commit
85a8105707
28 changed files with 1950 additions and 281 deletions
83
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83
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413
Project Undercover/Assets/Scenes/test_instantiate.unity
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413
Project Undercover/Assets/Scenes/test_instantiate.unity
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@ -1,121 +1,121 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Com.MyCompany.MyGame
|
||||
|
||||
public class Launcher : Photon.PunBehaviour
|
||||
{
|
||||
public class Launcher : Photon.PunBehaviour
|
||||
public byte MaxPlayersPerRoom = 4;
|
||||
|
||||
[Tooltip("The Ui Panel to let the user enter name, connect and play")]
|
||||
public GameObject controlPanel;
|
||||
|
||||
[Tooltip("The UI Label to inform the user that the connection is in progress")]
|
||||
public Text progressLabel;
|
||||
|
||||
public GameObject nameSelectorPanel, roomSelectorPanel;
|
||||
|
||||
public GameObject availableRoomsPanel;
|
||||
|
||||
public GameObject roomStatusPanelPrefab;
|
||||
|
||||
string _gameVersion = "1";
|
||||
bool isConnecting;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
#region Public Variables
|
||||
[Tooltip("The Ui Panel to let the user enter name, connect and play")]
|
||||
public GameObject controlPanel;
|
||||
[Tooltip("The UI Label to inform the user that the connection is in progress")]
|
||||
public Text progressLabel;
|
||||
public byte MaxPlayersPerRoom = 4;
|
||||
#endregion
|
||||
// #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;
|
||||
}
|
||||
|
||||
#region Private Variables
|
||||
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;
|
||||
#endregion
|
||||
void Start()
|
||||
{
|
||||
controlPanel.SetActive(true);
|
||||
}
|
||||
|
||||
|
||||
#region MonoBehaviour CallBacks
|
||||
/// <summary>
|
||||
/// MonoBehaviour method called on GameObject by Unity during early initialization phase.
|
||||
/// </summary>
|
||||
void Awake()
|
||||
public void Connect()
|
||||
{
|
||||
isConnecting = true;
|
||||
progressLabel.text = "Connecting...";
|
||||
if (PhotonNetwork.connected)
|
||||
{
|
||||
// #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;
|
||||
PhotonNetwork.JoinLobby();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// MonoBehaviour method called on GameObject by Unity during initialization phase.
|
||||
/// </summary>
|
||||
void Start()
|
||||
else
|
||||
{
|
||||
// progressLabel.SetActive(false);
|
||||
controlPanel.SetActive(true);
|
||||
//Connect();
|
||||
PhotonNetwork.ConnectUsingSettings(_gameVersion);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
|
||||
#region Public Methods
|
||||
/// <summary>
|
||||
/// Start the connection process.
|
||||
/// - If already connected, we attempt joining a random room
|
||||
/// - if not yet connected, Connect this application instance to Photon Cloud Network
|
||||
/// </summary>
|
||||
public void Connect()
|
||||
public override void OnConnectedToMaster()
|
||||
{
|
||||
Debug.Log("Launcher: OnConnectedToMaster() was called by PUN");
|
||||
if (isConnecting)
|
||||
{
|
||||
// keep track of the will to join a room, because when we come back from the game we will get a callback that we are connected, so we need to know what to do then
|
||||
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)
|
||||
{
|
||||
// #Critical we need at this point to attempt joining a Random Room.
|
||||
// If it fails, we'll get notified in OnPhotonRandomJoinFailed() and we'll create one.
|
||||
PhotonNetwork.JoinRandomRoom();
|
||||
}
|
||||
else
|
||||
{
|
||||
// #Critical, we must first and foremost connect to Photon Online Server.
|
||||
PhotonNetwork.ConnectUsingSettings(_gameVersion);
|
||||
}
|
||||
PhotonNetwork.JoinLobby();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
public override void OnJoinedLobby()
|
||||
{
|
||||
Debug.Log("Launcher: Entered Lobby");
|
||||
nameSelectorPanel.SetActive(false);
|
||||
roomSelectorPanel.SetActive(true);
|
||||
RefreshRoomsList();
|
||||
}
|
||||
|
||||
#region Photon.PunBehaviour CallBacks
|
||||
public override void OnConnectedToMaster()
|
||||
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)
|
||||
{
|
||||
Debug.Log("DemoAnimator/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()
|
||||
PhotonNetwork.JoinRandomRoom();
|
||||
}
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
|
||||
|
||||
public override void OnDisconnectedFromPhoton()
|
||||
foreach (RoomInfo roomInfo in roomsList)
|
||||
{
|
||||
Debug.LogWarning("DemoAnimator/Launcher: OnDisconnectedFromPhoton() was called by PUN");
|
||||
var panel = Instantiate(roomStatusPanelPrefab, availableRoomsPanel.transform);
|
||||
var roomStatusPanel = panel.GetComponent<RoomStatusPanel>();
|
||||
roomStatusPanel.SetInformation(roomInfo);
|
||||
roomStatusPanel.launcher = this;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnPhotonRandomJoinFailed(object[] codeAndMsg)
|
||||
{
|
||||
Debug.Log("Launcher:OnPhotonRandomJoinFailed() was called by PUN. No random room available, so we create one." +
|
||||
"\nCalling: PhotonNetwork.CreateRoom(null, new RoomOptions() {maxPlayers = MaxPlayersPerRoom}, null);");
|
||||
// #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 void RoomSelected(RoomStatusPanel panel)
|
||||
{
|
||||
PhotonNetwork.JoinRoom(panel.GetRoomName());
|
||||
}
|
||||
|
||||
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");
|
||||
}
|
||||
#endregion
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -39,6 +39,4 @@ public class PlayerController : MonoBehaviour
|
|||
spy.HandShake();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -7,9 +7,6 @@ using System.Collections;
|
|||
|
||||
namespace Com.MyCompany.MyGame
|
||||
{
|
||||
/// <summary>
|
||||
/// Player name input field. Let the user input his name, will appear above the player in the game.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(InputField))]
|
||||
public class PlayerNameInputField : MonoBehaviour
|
||||
{
|
||||
|
@ -31,10 +28,6 @@ namespace Com.MyCompany.MyGame
|
|||
PhotonNetwork.playerName = defaultName;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the name of the player, and save it in the PlayerPrefs for future sessions.
|
||||
/// </summary>
|
||||
/// <param name="value">The name of the Player</param>
|
||||
public void SetPlayerName(string value)
|
||||
{
|
||||
// force a trailing space string in case value is an empty string, else playerName would not be updated.
|
||||
|
|
37
Project Undercover/Assets/Scripts/RoomStatusPanel.cs
Normal file
37
Project Undercover/Assets/Scripts/RoomStatusPanel.cs
Normal file
|
@ -0,0 +1,37 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
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;
|
||||
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;
|
||||
}
|
||||
}
|
12
Project Undercover/Assets/Scripts/RoomStatusPanel.cs.meta
Normal file
12
Project Undercover/Assets/Scripts/RoomStatusPanel.cs.meta
Normal file
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bc32fa0c6cf90d34aae4ea09f8b4bddf
|
||||
timeCreated: 1506578516
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -4,7 +4,6 @@ using UnityEngine.AI;
|
|||
|
||||
public class SimpleNPCBehavior : Photon.PunBehaviour
|
||||
{
|
||||
private NavMeshAgent agent;
|
||||
private bool setTarget = true;
|
||||
|
||||
enum State {
|
||||
|
@ -13,14 +12,13 @@ public class SimpleNPCBehavior : Photon.PunBehaviour
|
|||
talking
|
||||
};
|
||||
|
||||
void Start()
|
||||
void Start()
|
||||
{
|
||||
agent = GetComponent<NavMeshAgent>();
|
||||
//agent = gameObject.AddComponent<NavMeshAgent>();
|
||||
if (PhotonNetwork.isMasterClient) {
|
||||
photonView.RPC("TeleportToTarget", PhotonTargets.All, GetRandomLocation());
|
||||
photonView.RPC("SetColorRPC", PhotonTargets.All, new Vector3(Random.value, Random.value, Random.value));
|
||||
Debug.Log ("setting color");
|
||||
Debug.Log("setting color");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -36,6 +34,11 @@ public class SimpleNPCBehavior : Photon.PunBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
NavMeshAgent GetAgent()
|
||||
{
|
||||
return GetComponent<NavMeshAgent>();
|
||||
}
|
||||
|
||||
IEnumerator UpdateDestination()
|
||||
{
|
||||
yield return new WaitForSeconds(Random.Range(0.1f, 10.0f));
|
||||
|
@ -59,14 +62,14 @@ public class SimpleNPCBehavior : Photon.PunBehaviour
|
|||
[PunRPC]
|
||||
void SetTarget(Vector3 target)
|
||||
{
|
||||
agent.destination = target;
|
||||
GetAgent().destination = target;
|
||||
}
|
||||
|
||||
[PunRPC]
|
||||
void TeleportToTarget(Vector3 target)
|
||||
{
|
||||
agent.Warp(target);
|
||||
agent.destination = target;
|
||||
GetAgent().Warp(target);
|
||||
GetAgent().destination = target;
|
||||
}
|
||||
|
||||
[PunRPC]
|
||||
|
|
16
Project Undercover/Assets/Scripts/TestManager.cs
Normal file
16
Project Undercover/Assets/Scripts/TestManager.cs
Normal file
|
@ -0,0 +1,16 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class TestManager : Photon.PunBehaviour {
|
||||
|
||||
public GameObject NPCPrefab;
|
||||
void Start () {
|
||||
if (PhotonNetwork.isMasterClient)
|
||||
PhotonNetwork.Instantiate(NPCPrefab.name, Vector3.zero, Quaternion.identity, 0);
|
||||
}
|
||||
|
||||
void Update () {
|
||||
|
||||
}
|
||||
}
|
12
Project Undercover/Assets/Scripts/TestManager.cs.meta
Normal file
12
Project Undercover/Assets/Scripts/TestManager.cs.meta
Normal file
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ea1eb4fd452963b40a505d46d3811b0d
|
||||
timeCreated: 1506572929
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
9
Project Undercover/Assets/Sprites.meta
Normal file
9
Project Undercover/Assets/Sprites.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 766fbb48f53556d45b788200f67a9260
|
||||
folderAsset: yes
|
||||
timeCreated: 1506583371
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Project Undercover/Assets/Sprites/mask.png
Normal file
BIN
Project Undercover/Assets/Sprites/mask.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 287 KiB |
82
Project Undercover/Assets/Sprites/mask.png.meta
Normal file
82
Project Undercover/Assets/Sprites/mask.png.meta
Normal file
|
@ -0,0 +1,82 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4947646404ca2a24b822946403e33658
|
||||
timeCreated: 1506583394
|
||||
licenseType: Free
|
||||
TextureImporter:
|
||||
fileIDToRecycleName: {}
|
||||
serializedVersion: 4
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: -1
|
||||
aniso: -1
|
||||
mipBias: -1
|
||||
wrapU: 1
|
||||
wrapV: -1
|
||||
wrapW: -1
|
||||
nPOTScale: 0
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 1
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spritePixelsToUnits: 100
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 8
|
||||
textureShape: 1
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
platformSettings:
|
||||
- buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
- buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
spritePackingTag:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -14,3 +14,6 @@ EditorBuildSettings:
|
|||
- enabled: 1
|
||||
path: Assets/Scenes/scene.unity
|
||||
guid: b679f50ae448b0642b9887e440a00e0f
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/test_instantiate.unity
|
||||
guid: a87a48d552806ed4988e03a758d679ca
|
||||
|
|
|
@ -368,6 +368,9 @@ PlayerSettings:
|
|||
switchUdpSendBufferSize: 9
|
||||
switchUdpReceiveBufferSize: 42
|
||||
switchSocketBufferEfficiency: 4
|
||||
switchSocketInitializeEnabled: 1
|
||||
switchNetworkInterfaceManagerInitializeEnabled: 1
|
||||
switchPlayerConnectionEnabled: 1
|
||||
ps4NPAgeRating: 12
|
||||
ps4NPTitleSecret:
|
||||
ps4NPTrophyPackPath:
|
||||
|
|
|
@ -1 +1 @@
|
|||
m_EditorVersion: 2017.1.0f3
|
||||
m_EditorVersion: 2017.1.1f1
|
||||
|
|
Reference in a new issue