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type: 3} + m_Name: + m_EditorClassIdentifier: + NPCPrefab: {fileID: 1057615597006810, guid: b25e969032ebb1f4089308db11ee93b1, type: 2} diff --git a/Project Undercover/Assets/Scenes/test_instantiate.unity.meta b/Project Undercover/Assets/Scenes/test_instantiate.unity.meta new file mode 100644 index 0000000..1a2b22c --- /dev/null +++ b/Project Undercover/Assets/Scenes/test_instantiate.unity.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a87a48d552806ed4988e03a758d679ca +timeCreated: 1506572654 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: 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 Binary files /dev/null and b/Project Undercover/Assets/Scenes/test_instantiate/NavMesh.asset differ diff --git a/Project Undercover/Assets/Scenes/test_instantiate/NavMesh.asset.meta b/Project Undercover/Assets/Scenes/test_instantiate/NavMesh.asset.meta new file mode 100644 index 0000000..8cf61ce --- /dev/null +++ b/Project Undercover/Assets/Scenes/test_instantiate/NavMesh.asset.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1183fab8a7b000c479936b2cfef60bb4 +timeCreated: 1506573156 +licenseType: Free +NativeFormatImporter: + mainObjectFileID: 23800000 + userData: + assetBundleName: + assetBundleVariant: 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 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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 --- /dev/null +++ b/Project Undercover/Assets/Scripts/TestManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ea1eb4fd452963b40a505d46d3811b0d +timeCreated: 1506572929 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +guid: 766fbb48f53556d45b788200f67a9260 +folderAsset: yes +timeCreated: 1506583371 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Project Undercover/Assets/Sprites/mask.png b/Project Undercover/Assets/Sprites/mask.png new file mode 100644 index 0000000..874dbc1 Binary files /dev/null and b/Project Undercover/Assets/Sprites/mask.png differ diff --git a/Project Undercover/Assets/Sprites/mask.png.meta b/Project Undercover/Assets/Sprites/mask.png.meta new file mode 100644 index 0000000..f305b3f --- /dev/null +++ b/Project Undercover/Assets/Sprites/mask.png.meta @@ -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: + - 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