Merge pull request #30 from jrdoli/lobby_manager_update

Lobby manager update
This commit is contained in:
Steven Leal 2017-09-28 02:45:23 -05:00 committed by GitHub Enterprise
commit 85a8105707
28 changed files with 1950 additions and 281 deletions

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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");
}
}

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@ -39,6 +39,4 @@ public class PlayerController : MonoBehaviour
spy.HandShake();
}
}
}

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@ -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.

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@ -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;
}
}

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@ -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]

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@ -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 () {
}
}

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