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diff --git a/Project Undercover/Assets/Scenes/Launcher.unity b/Project Undercover/Assets/Scenes/Launcher.unity
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diff --git a/Project Undercover/Assets/Scripts/Launcher.cs b/Project Undercover/Assets/Scripts/Launcher.cs
index 3c3d1ab..f14ee7e 100644
--- a/Project Undercover/Assets/Scripts/Launcher.cs
+++ b/Project Undercover/Assets/Scripts/Launcher.cs
@@ -5,16 +5,20 @@ namespace Com.MyCompany.MyGame
{
public class Launcher : Photon.PunBehaviour
{
- #region Public Variables
+ 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 byte MaxPlayersPerRoom = 4;
- #endregion
+ public GameObject nameSelectorPanel, roomSelectorPanel;
+
+ public GameObject availableRoomsPanel;
+
+ public GameObject roomStatusPanelPrefab;
- #region Private Variables
string _gameVersion = "1";
///
/// Keep track of the current process. Since connection is asynchronous and is based on several callbacks from Photon,
@@ -22,13 +26,7 @@ namespace Com.MyCompany.MyGame
/// Typically this is used for the OnConnectedToMaster() callback.
///
bool isConnecting;
- #endregion
-
- #region MonoBehaviour CallBacks
- ///
- /// MonoBehaviour method called on GameObject by Unity during early initialization phase.
- ///
void Awake()
{
// #Critical
@@ -42,73 +40,80 @@ namespace Com.MyCompany.MyGame
PhotonNetwork.automaticallySyncScene = true;
}
-
- ///
- /// MonoBehaviour method called on GameObject by Unity during initialization phase.
- ///
void Start()
{
- // progressLabel.SetActive(false);
controlPanel.SetActive(true);
- //Connect();
}
- #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()
{
- // 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();
+ PhotonNetwork.JoinLobby();
}
else
{
- // #Critical, we must first and foremost connect to Photon Online Server.
PhotonNetwork.ConnectUsingSettings(_gameVersion);
}
}
- #endregion
-
- #region Photon.PunBehaviour CallBacks
public override void OnConnectedToMaster()
{
- Debug.Log("DemoAnimator/Launcher: OnConnectedToMaster() was called by PUN");
+ Debug.Log("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();
+ PhotonNetwork.JoinLobby();
+ //PhotonNetwork.JoinRandomRoom();
}
}
+ public override void OnJoinedLobby()
+ {
+ Debug.Log("Launcher: Entered Lobby");
+ nameSelectorPanel.SetActive(false);
+ roomSelectorPanel.SetActive(true);
+ RefreshRoomsList();
+ }
+
+ public void RefreshRoomsList()
+ {
+ RoomInfo[] roomsList = PhotonNetwork.GetRoomList();
+ Debug.Log("Number of rooms available: " + roomsList.Length);
+ foreach (Transform child in availableRoomsPanel.transform)
+ {
+ Destroy(child.gameObject);
+ }
+ foreach (RoomInfo roomInfo in roomsList)
+ {
+ var roomStatusPanel = Instantiate(roomStatusPanelPrefab, availableRoomsPanel.transform);
+ roomStatusPanel.GetComponent().SetInformation(roomInfo);
+ }
+ }
+
+ public void CreateNewRoom()
+ {
+ PhotonNetwork.CreateRoom(null, new RoomOptions() { MaxPlayers = MaxPlayersPerRoom }, null);
+ }
public override void OnDisconnectedFromPhoton()
{
- Debug.LogWarning("DemoAnimator/Launcher: OnDisconnectedFromPhoton() was called by PUN");
+ Debug.LogWarning("Launcher: OnDisconnectedFromPhoton() was called by PUN");
}
+ /*
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
}
}
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..25824e6
--- /dev/null
+++ b/Project Undercover/Assets/Scripts/RoomStatusPanel.cs
@@ -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();
+ }
+}
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/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: