improving lobby
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8 changed files with 1333 additions and 62 deletions
287
Project Undercover/Assets/Resources/RoomPanel.prefab
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287
Project Undercover/Assets/Resources/RoomPanel.prefab
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File diff suppressed because it is too large
Load diff
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@ -5,16 +5,20 @@ namespace Com.MyCompany.MyGame
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{
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public class Launcher : Photon.PunBehaviour
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{
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#region Public Variables
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public byte MaxPlayersPerRoom = 4;
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[Tooltip("The Ui Panel to let the user enter name, connect and play")]
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public GameObject controlPanel;
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[Tooltip("The UI Label to inform the user that the connection is in progress")]
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public Text progressLabel;
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public byte MaxPlayersPerRoom = 4;
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#endregion
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public GameObject nameSelectorPanel, roomSelectorPanel;
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public GameObject availableRoomsPanel;
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public GameObject roomStatusPanelPrefab;
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#region Private Variables
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string _gameVersion = "1";
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/// <summary>
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/// Keep track of the current process. Since connection is asynchronous and is based on several callbacks from Photon,
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@ -22,13 +26,7 @@ namespace Com.MyCompany.MyGame
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/// Typically this is used for the OnConnectedToMaster() callback.
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/// </summary>
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bool isConnecting;
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#endregion
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#region MonoBehaviour CallBacks
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/// <summary>
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/// MonoBehaviour method called on GameObject by Unity during early initialization phase.
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/// </summary>
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void Awake()
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{
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// #Critical
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@ -42,73 +40,80 @@ namespace Com.MyCompany.MyGame
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PhotonNetwork.automaticallySyncScene = true;
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}
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/// <summary>
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/// MonoBehaviour method called on GameObject by Unity during initialization phase.
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/// </summary>
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void Start()
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{
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// progressLabel.SetActive(false);
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controlPanel.SetActive(true);
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//Connect();
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Start the connection process.
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/// - If already connected, we attempt joining a random room
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/// - if not yet connected, Connect this application instance to Photon Cloud Network
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/// </summary>
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public void Connect()
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{
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// 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
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isConnecting = true;
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progressLabel.text = "Connecting...";
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// we check if we are connected or not, we join if we are , else we initiate the connection to the server.
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if (PhotonNetwork.connected)
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{
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// #Critical we need at this point to attempt joining a Random Room.
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// If it fails, we'll get notified in OnPhotonRandomJoinFailed() and we'll create one.
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PhotonNetwork.JoinRandomRoom();
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PhotonNetwork.JoinLobby();
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}
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else
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{
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// #Critical, we must first and foremost connect to Photon Online Server.
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PhotonNetwork.ConnectUsingSettings(_gameVersion);
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}
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}
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#endregion
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#region Photon.PunBehaviour CallBacks
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public override void OnConnectedToMaster()
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{
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Debug.Log("DemoAnimator/Launcher: OnConnectedToMaster() was called by PUN");
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Debug.Log("Launcher: OnConnectedToMaster() was called by PUN");
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// we don't want to do anything if we are not attempting to join a room.
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// 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
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// we don't want to do anything.
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if (isConnecting)
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{
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// #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()
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PhotonNetwork.JoinRandomRoom();
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PhotonNetwork.JoinLobby();
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//PhotonNetwork.JoinRandomRoom();
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}
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}
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public override void OnJoinedLobby()
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{
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Debug.Log("Launcher: Entered Lobby");
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nameSelectorPanel.SetActive(false);
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roomSelectorPanel.SetActive(true);
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RefreshRoomsList();
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}
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public void RefreshRoomsList()
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{
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RoomInfo[] roomsList = PhotonNetwork.GetRoomList();
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Debug.Log("Number of rooms available: " + roomsList.Length);
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foreach (Transform child in availableRoomsPanel.transform)
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{
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Destroy(child.gameObject);
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}
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foreach (RoomInfo roomInfo in roomsList)
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{
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var roomStatusPanel = Instantiate(roomStatusPanelPrefab, availableRoomsPanel.transform);
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roomStatusPanel.GetComponent<RoomStatusPanel>().SetInformation(roomInfo);
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}
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}
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public void CreateNewRoom()
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{
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PhotonNetwork.CreateRoom(null, new RoomOptions() { MaxPlayers = MaxPlayersPerRoom }, null);
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}
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public override void OnDisconnectedFromPhoton()
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{
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Debug.LogWarning("DemoAnimator/Launcher: OnDisconnectedFromPhoton() was called by PUN");
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Debug.LogWarning("Launcher: OnDisconnectedFromPhoton() was called by PUN");
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}
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||||
|
||||
/*
|
||||
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);");
|
||||
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()
|
||||
{
|
||||
|
@ -116,6 +121,5 @@ namespace Com.MyCompany.MyGame
|
|||
// #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
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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.
|
||||
|
|
16
Project Undercover/Assets/Scripts/RoomStatusPanel.cs
Normal file
16
Project Undercover/Assets/Scripts/RoomStatusPanel.cs
Normal file
|
@ -0,0 +1,16 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class RoomStatusPanel : MonoBehaviour {
|
||||
|
||||
public Text roomNameText;
|
||||
public Text numPlayersText;
|
||||
|
||||
public void SetInformation(RoomInfo info)
|
||||
{
|
||||
roomNameText.text = info.Name;
|
||||
numPlayersText.text = info.PlayerCount.ToString() + "/" + info.MaxPlayers.ToString();
|
||||
}
|
||||
}
|
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:
|
|
@ -368,6 +368,9 @@ PlayerSettings:
|
|||
switchUdpSendBufferSize: 9
|
||||
switchUdpReceiveBufferSize: 42
|
||||
switchSocketBufferEfficiency: 4
|
||||
switchSocketInitializeEnabled: 1
|
||||
switchNetworkInterfaceManagerInitializeEnabled: 1
|
||||
switchPlayerConnectionEnabled: 1
|
||||
ps4NPAgeRating: 12
|
||||
ps4NPTitleSecret:
|
||||
ps4NPTrophyPackPath:
|
||||
|
|
Reference in a new issue