当前提交
6b794fd9
共有 20 个文件被更改,包括 353 次插入 和 259 次删除
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118Assets/Prefabs/UI/GameCanvas.prefab
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71Assets/Prefabs/UI/PopUpUI.prefab
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79Assets/Scenes/mainScene.unity
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20Assets/Scripts/Infrastructure/AsyncRequest.cs
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42Assets/Scripts/Infrastructure/LogHandler.cs
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32Assets/Scripts/Infrastructure/LogHandlerSettings.cs
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1Assets/Scripts/Infrastructure/Messenger.cs
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20Assets/Scripts/Lobby/LobbyAPIInterface.cs
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59Assets/Scripts/Relay/RelayAPIInterface.cs
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4Assets/Scripts/Relay/RelayUtpClient.cs
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4Assets/Scripts/Relay/RelayUtpSetup.cs
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1Assets/Scripts/Tests/PlayMode/RelayRoundTripTests.cs
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55Assets/Scripts/UI/PopUpUI.cs
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2Packages/manifest.json
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19Packages/packages-lock.json
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31Assets/Scripts/Lobby/AsyncRequestLobby.cs
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11Assets/Scripts/Lobby/AsyncRequestLobby.cs.meta
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32Assets/Scripts/Relay/AsyncRequestRelay.cs
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11Assets/Scripts/Relay/AsyncRequestRelay.cs.meta
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using LobbyRelaySample.UI; |
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using System.Text; |
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using UnityEngine.Serialization; |
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using UnityEngine.UI; |
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/// <summary>
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/// Controls a pop-up message that lays over the rest of the UI, with a button to dismiss. Used for displaying player-facing error messages.
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/// </summary>
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TMP_InputField m_popupText; |
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private TMP_InputField m_popupText; |
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[SerializeField] |
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private CanvasGroup m_buttonVisibility; |
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private float m_buttonVisibilityTimeout = -1; |
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private StringBuilder m_currentText = new StringBuilder(); |
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private void Awake() |
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{ |
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gameObject.SetActive(false); |
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} |
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/// <summary>
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/// If the pop-up is not currently visible, display it. If it is, append the incoming text to the existing pop-up.
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/// </summary>
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public void ShowPopup(string newText) |
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{ |
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if (!gameObject.activeSelf) |
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{ m_currentText.Clear(); |
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gameObject.SetActive(true); |
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} |
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m_currentText.AppendLine(newText); |
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m_popupText.SetTextWithoutNotify(m_currentText.ToString()); |
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DisableButton(); |
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} |
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private void DisableButton() |
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{ |
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m_buttonVisibilityTimeout = 0.5f; // Briefly prevent the popup from being dismissed, to ensure the player doesn't accidentally click past it without seeing it.
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m_buttonVisibility.alpha = 0.5f; |
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m_buttonVisibility.interactable = false; |
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} |
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private void ReenableButton() |
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{ |
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m_buttonVisibility.alpha = 1; |
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m_buttonVisibility.interactable = true; |
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} |
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public void ShowPopup(string newText, Color textColor = default) |
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private void Update() |
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m_popupText.SetTextWithoutNotify(newText); |
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m_popupText.textComponent.color = textColor; |
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if (m_buttonVisibilityTimeout >= 0 && m_buttonVisibilityTimeout - Time.deltaTime < 0) |
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ReenableButton(); |
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m_buttonVisibilityTimeout -= Time.deltaTime; |
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public void Delete() |
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public void ClearPopup() |
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Destroy(gameObject); |
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gameObject.SetActive(false); |
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} |
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} |
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} |
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using System; |
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using Unity.Services.Lobbies; |
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namespace LobbyRelaySample.lobby |
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{ |
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public class AsyncRequestLobby : AsyncRequest |
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{ |
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private static AsyncRequestLobby s_instance; |
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public static AsyncRequestLobby Instance |
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{ |
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get |
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{ if (s_instance == null) |
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s_instance = new AsyncRequestLobby(); |
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return s_instance; |
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} |
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} |
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/// <summary>
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/// The Lobby service will wrap HTTP errors in LobbyServiceExceptions. We can filter on LobbyServiceException.Reason for custom behavior.
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/// </summary>
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protected override void ParseServiceException(Exception e) |
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{ |
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if (!(e is LobbyServiceException)) |
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return; |
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var lobbyEx = e as LobbyServiceException; |
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if (lobbyEx.Reason == LobbyExceptionReason.RateLimited) // We have other ways of preventing players from hitting the rate limit, so the developer-facing 429 error is sufficient here.
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return; |
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Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, $"Lobby Error: {lobbyEx.Message} ({lobbyEx.InnerException.Message})"); // Lobby error type, then HTTP error type.
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 06b074cf2a829884caf9f52a29d33e5b |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using System; |
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using Unity.Services.Relay; |
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namespace LobbyRelaySample.relay |
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{ |
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public class AsyncRequestRelay : AsyncRequest |
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{ |
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private static AsyncRequestRelay s_instance; |
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public static AsyncRequestRelay Instance |
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{ |
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get |
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{ if (s_instance == null) |
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s_instance = new AsyncRequestRelay(); |
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return s_instance; |
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} |
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} |
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/// <summary>
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/// The Relay service will wrap HTTP errors in RelayServiceExceptions. We can filter on RelayServiceException.Reason for custom behavior.
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/// </summary>
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protected override void ParseServiceException(Exception e) |
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{ |
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if (!(e is RelayServiceException)) |
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return; |
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var relayEx = e as RelayServiceException; |
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if (relayEx.Reason == RelayExceptionReason.Unknown) |
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Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, "Relay Error: Relay service had an unknown error."); |
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else |
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Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, $"Relay Error: {relayEx.Message}"); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 3fb80ef44d4dad740b6e2950f0768043 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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