From aa85cea8605af92ca618445ed0fae7697b817de8 Mon Sep 17 00:00:00 2001 From: Steven Date: Thu, 28 Sep 2017 01:17:01 -0500 Subject: [PATCH] improving lobby --- .../Assets/Resources/RoomPanel.prefab | 287 +++++ .../Assets/Resources/RoomPanel.prefab.meta | 9 + .../Assets/Scenes/Launcher.unity | 979 +++++++++++++++++- Project Undercover/Assets/Scripts/Launcher.cs | 82 +- .../Assets/Scripts/PlayerNameInputField.cs | 7 - .../Assets/Scripts/RoomStatusPanel.cs | 16 + .../Assets/Scripts/RoomStatusPanel.cs.meta | 12 + .../ProjectSettings/ProjectSettings.asset | 3 + 8 files changed, 1333 insertions(+), 62 deletions(-) create mode 100644 Project Undercover/Assets/Resources/RoomPanel.prefab create mode 100644 Project Undercover/Assets/Resources/RoomPanel.prefab.meta create mode 100644 Project Undercover/Assets/Scripts/RoomStatusPanel.cs create mode 100644 Project Undercover/Assets/Scripts/RoomStatusPanel.cs.meta diff --git a/Project Undercover/Assets/Resources/RoomPanel.prefab b/Project 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+ 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: