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diff --git a/Project Undercover/Assets/Scenes/Launcher.unity b/Project Undercover/Assets/Scenes/Launcher.unity
index 823e21e..48001e6 100644
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diff --git a/Project Undercover/Assets/Models.meta b/Project Undercover/Assets/Scenes/test_instantiate.meta
similarity index 67%
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diff --git a/Project Undercover/Assets/Scenes/test_instantiate.unity.meta b/Project Undercover/Assets/Scenes/test_instantiate.unity.meta
new file mode 100644
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diff --git a/Project Undercover/Assets/Scenes/test_instantiate/NavMesh.asset b/Project Undercover/Assets/Scenes/test_instantiate/NavMesh.asset
new file mode 100644
index 0000000..9b12c56
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new file mode 100644
index 0000000..8cf61ce
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@@ -0,0 +1,9 @@
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diff --git a/Project Undercover/Assets/Scripts/Launcher.cs b/Project Undercover/Assets/Scripts/Launcher.cs
index 3c3d1ab..755c5d0 100644
--- a/Project Undercover/Assets/Scripts/Launcher.cs
+++ b/Project Undercover/Assets/Scripts/Launcher.cs
@@ -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";
- ///
- /// 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.
- ///
- bool isConnecting;
- #endregion
+ void Start()
+ {
+ controlPanel.SetActive(true);
+ }
-
- #region MonoBehaviour CallBacks
- ///
- /// MonoBehaviour method called on GameObject by Unity during early initialization phase.
- ///
- 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();
}
-
-
- ///
- /// MonoBehaviour method called on GameObject by Unity during initialization phase.
- ///
- void Start()
+ else
{
- // progressLabel.SetActive(false);
- controlPanel.SetActive(true);
- //Connect();
+ PhotonNetwork.ConnectUsingSettings(_gameVersion);
}
- #endregion
+ }
-
- #region Public Methods
- ///
- /// 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
- ///
- 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.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");
}
}
+
diff --git a/Project Undercover/Assets/Scripts/PlayerController.cs b/Project Undercover/Assets/Scripts/PlayerController.cs
index fec3ed3..62e6863 100644
--- a/Project Undercover/Assets/Scripts/PlayerController.cs
+++ b/Project Undercover/Assets/Scripts/PlayerController.cs
@@ -39,6 +39,4 @@ public class PlayerController : MonoBehaviour
spy.HandShake();
}
}
-
-
}
\ No newline at end of file
diff --git a/Project Undercover/Assets/Scripts/PlayerNameInputField.cs b/Project Undercover/Assets/Scripts/PlayerNameInputField.cs
index d35373c..1cc87ff 100644
--- a/Project Undercover/Assets/Scripts/PlayerNameInputField.cs
+++ b/Project Undercover/Assets/Scripts/PlayerNameInputField.cs
@@ -7,9 +7,6 @@ using System.Collections;
namespace Com.MyCompany.MyGame
{
- ///
- /// Player name input field. Let the user input his name, will appear above the player in the game.
- ///
[RequireComponent(typeof(InputField))]
public class PlayerNameInputField : MonoBehaviour
{
@@ -31,10 +28,6 @@ namespace Com.MyCompany.MyGame
PhotonNetwork.playerName = defaultName;
}
- ///
- /// Sets the name of the player, and save it in the PlayerPrefs for future sessions.
- ///
- /// The name of the Player
public void SetPlayerName(string value)
{
// force a trailing space string in case value is an empty string, else playerName would not be updated.
diff --git a/Project Undercover/Assets/Scripts/RoomStatusPanel.cs b/Project Undercover/Assets/Scripts/RoomStatusPanel.cs
new file mode 100644
index 0000000..d7aa506
--- /dev/null
+++ b/Project Undercover/Assets/Scripts/RoomStatusPanel.cs
@@ -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;
+ }
+}
diff --git a/Project Undercover/Assets/Scripts/RoomStatusPanel.cs.meta b/Project Undercover/Assets/Scripts/RoomStatusPanel.cs.meta
new file mode 100644
index 0000000..519cce4
--- /dev/null
+++ b/Project Undercover/Assets/Scripts/RoomStatusPanel.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: bc32fa0c6cf90d34aae4ea09f8b4bddf
+timeCreated: 1506578516
+licenseType: Free
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diff --git a/Project Undercover/Assets/Scripts/SimpleNPCBehavior.cs b/Project Undercover/Assets/Scripts/SimpleNPCBehavior.cs
index 9e86721..af6512c 100644
--- a/Project Undercover/Assets/Scripts/SimpleNPCBehavior.cs
+++ b/Project Undercover/Assets/Scripts/SimpleNPCBehavior.cs
@@ -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();
//agent = gameObject.AddComponent();
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();
+ }
+
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]
diff --git a/Project Undercover/Assets/Scripts/TestManager.cs b/Project Undercover/Assets/Scripts/TestManager.cs
new file mode 100644
index 0000000..92896df
--- /dev/null
+++ b/Project Undercover/Assets/Scripts/TestManager.cs
@@ -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 () {
+
+ }
+}
diff --git a/Project Undercover/Assets/Scripts/TestManager.cs.meta b/Project Undercover/Assets/Scripts/TestManager.cs.meta
new file mode 100644
index 0000000..6092096
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+++ b/Project Undercover/Assets/Scripts/TestManager.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Project Undercover/Assets/Sprites.meta b/Project Undercover/Assets/Sprites.meta
new file mode 100644
index 0000000..64a47a3
--- /dev/null
+++ b/Project Undercover/Assets/Sprites.meta
@@ -0,0 +1,9 @@
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new file mode 100644
index 0000000..874dbc1
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new file mode 100644
index 0000000..f305b3f
--- /dev/null
+++ b/Project Undercover/Assets/Sprites/mask.png.meta
@@ -0,0 +1,82 @@
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+ 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:
diff --git a/Project Undercover/ProjectSettings/EditorBuildSettings.asset b/Project Undercover/ProjectSettings/EditorBuildSettings.asset
index 15130ff..cb18772 100644
--- a/Project Undercover/ProjectSettings/EditorBuildSettings.asset
+++ b/Project Undercover/ProjectSettings/EditorBuildSettings.asset
@@ -14,3 +14,6 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/scene.unity
guid: b679f50ae448b0642b9887e440a00e0f
+ - enabled: 1
+ path: Assets/Scenes/test_instantiate.unity
+ guid: a87a48d552806ed4988e03a758d679ca
diff --git a/Project Undercover/ProjectSettings/ProjectSettings.asset b/Project Undercover/ProjectSettings/ProjectSettings.asset
index 99e60e7..8bb7197 100644
--- a/Project Undercover/ProjectSettings/ProjectSettings.asset
+++ b/Project Undercover/ProjectSettings/ProjectSettings.asset
@@ -368,6 +368,9 @@ PlayerSettings:
switchUdpSendBufferSize: 9
switchUdpReceiveBufferSize: 42
switchSocketBufferEfficiency: 4
+ switchSocketInitializeEnabled: 1
+ switchNetworkInterfaceManagerInitializeEnabled: 1
+ switchPlayerConnectionEnabled: 1
ps4NPAgeRating: 12
ps4NPTitleSecret:
ps4NPTrophyPackPath:
diff --git a/Project Undercover/ProjectSettings/ProjectVersion.txt b/Project Undercover/ProjectSettings/ProjectVersion.txt
index ca1aa05..a211ccd 100644
--- a/Project Undercover/ProjectSettings/ProjectVersion.txt
+++ b/Project Undercover/ProjectSettings/ProjectVersion.txt
@@ -1 +1 @@
-m_EditorVersion: 2017.1.0f3
+m_EditorVersion: 2017.1.1f1