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Merge from all the NGO minigame branches, together!

/main/staging
nathaniel.buck@unity3d.com 3 年前
当前提交
abf9da09
共有 110 个文件被更改,包括 18531 次插入434 次删除
  1. 116
      Assets/Prefabs/GameManager.prefab
  2. 158
      Assets/Scenes/mainScene.unity
  3. 3
      Assets/Scripts/Game/ServerAddress.cs
  4. 4
      Assets/Scripts/Infrastructure/Locator.cs
  5. 1
      Assets/Scripts/Infrastructure/Messenger.cs
  6. 4
      Assets/Scripts/LobbyRelaySample.asmdef
  7. 3
      Packages/manifest.json
  8. 66
      Packages/packages-lock.json
  9. 73
      ProjectSettings/DynamicsManager.asset
  10. 2
      ProjectSettings/EditorSettings.asset
  11. 127
      ProjectSettings/GraphicsSettings.asset
  12. 59
      ProjectSettings/ProjectSettings.asset
  13. 472
      ProjectSettings/QualitySettings.asset
  14. 95
      ProjectSettings/TagManager.asset
  15. 26
      ProjectSettings/VFXManager.asset
  16. 1001
      Assets/Art/Background/game_background.png
  17. 108
      Assets/Art/Background/game_background.png.meta
  18. 352
      Assets/Art/Borders/glyph_bg_border.png
  19. 96
      Assets/Art/Borders/glyph_bg_border.png.meta
  20. 207
      Assets/Art/Borders/glyph_mask.png
  21. 96
      Assets/Art/Borders/glyph_mask.png.meta
  22. 8
      Assets/Art/Glyph.meta
  23. 142
      Assets/Art/Icons/ClickParticleMat.mat
  24. 8
      Assets/Art/Icons/ClickParticleMat.mat.meta
  25. 1001
      Assets/Art/Icons/CursorIcon.png
  26. 108
      Assets/Art/Icons/CursorIcon.png.meta
  27. 8
      Assets/Art/VFX.meta
  28. 8
      Assets/Prefabs/InGame.meta
  29. 8
      Assets/Prefabs/Runes.meta
  30. 8
      Assets/Renderer.meta
  31. 8
      Assets/Scripts/Game/InGame.meta
  32. 15
      ProjectSettings/URPProjectSettings.asset
  33. 1001
      Assets/Art/Glyph/Symbols.png
  34. 564
      Assets/Art/Glyph/Symbols.png.meta
  35. 1001
      Assets/Art/VFX/Star.shadersubgraph
  36. 10
      Assets/Art/VFX/Star.shadersubgraph.meta
  37. 1001
      Assets/Art/VFX/StarField.shadergraph
  38. 10
      Assets/Art/VFX/StarField.shadergraph.meta
  39. 1001
      Assets/Art/VFX/StarGrid.shadersubgraph
  40. 10
      Assets/Art/VFX/StarGrid.shadersubgraph.meta
  41. 1001
      Assets/Art/VFX/StarGridLayer.shadersubgraph
  42. 10
      Assets/Art/VFX/StarGridLayer.shadersubgraph.meta
  43. 1001
      Assets/Art/VFX/StarGridLayerAnimation.shadersubgraph
  44. 10
      Assets/Art/VFX/StarGridLayerAnimation.shadersubgraph.meta
  45. 1001
      Assets/Art/VFX/TwirlingVoronoi.shadersubgraph
  46. 10
      Assets/Art/VFX/TwirlingVoronoi.shadersubgraph.meta
  47. 937
      Assets/Art/VFX/WobblyBorder.shadergraph
  48. 10
      Assets/Art/VFX/WobblyBorder.shadergraph.meta
  49. 1001
      Assets/Art/VFX/WobblyTexture.shadersubgraph
  50. 10
      Assets/Art/VFX/WobblyTexture.shadersubgraph.meta
  51. 7
      Assets/Prefabs/InGame/InGameLogic.prefab.meta
  52. 7
      Assets/Prefabs/InGame/SymbolContainer.prefab.meta
  53. 33
      Assets/Prefabs/InGame/SymbolData.asset
  54. 8
      Assets/Prefabs/InGame/SymbolData.asset.meta
  55. 7
      Assets/Prefabs/InGame/SymbolObject.prefab.meta
  56. 7
      Assets/Prefabs/InGame/PlayerCursor.prefab.meta
  57. 1001
      Assets/Prefabs/InGame/InGameLogic.prefab
  58. 1001
      Assets/Prefabs/InGame/PlayerCursor.prefab
  59. 120
      Assets/Prefabs/InGame/SymbolContainer.prefab
  60. 238
      Assets/Prefabs/InGame/SymbolObject.prefab
  61. 131
      Assets/Prefabs/Runes/Icon_wobbly.mat
  62. 8
      Assets/Prefabs/Runes/Icon_wobbly.mat.meta
  63. 7
      Assets/Prefabs/Runes/icon_bg.prefab.meta
  64. 147
      Assets/Prefabs/Runes/icon_particle.mat
  65. 8
      Assets/Prefabs/Runes/icon_particle.mat.meta
  66. 130
      Assets/Prefabs/Runes/icon_starfield_bg.mat
  67. 8
      Assets/Prefabs/Runes/icon_starfield_bg.mat.meta
  68. 115
      Assets/Prefabs/Runes/starfield_bg.prefab
  69. 7
      Assets/Prefabs/Runes/starfield_bg.prefab.meta
  70. 1001
      Assets/Prefabs/Runes/icon_bg.prefab
  71. 57
      Assets/Renderer/glyphGameURP.asset
  72. 8
      Assets/Renderer/glyphGameURP.asset.meta
  73. 44
      Assets/Renderer/glyphGameURP_Renderer.asset
  74. 8
      Assets/Renderer/glyphGameURP_Renderer.asset.meta
  75. 11
      Assets/Scripts/Game/InGame/InGameRunner.cs.meta
  76. 11
      Assets/Scripts/Game/InGame/SetupInGame.cs.meta
  77. 30
      Assets/Scripts/Game/InGame/SymbolContainer.cs
  78. 11
      Assets/Scripts/Game/InGame/SymbolContainer.cs.meta
  79. 18
      Assets/Scripts/Game/InGame/SymbolData.cs
  80. 11
      Assets/Scripts/Game/InGame/SymbolData.cs.meta
  81. 11
      Assets/Scripts/Game/InGame/PlayerCursor.cs.meta
  82. 50
      Assets/Scripts/Game/InGame/SymbolObject.cs
  83. 11
      Assets/Scripts/Game/InGame/SymbolObject.cs.meta
  84. 13
      Assets/Scripts/Game/InGame/IInGameInputHandler.cs
  85. 11
      Assets/Scripts/Game/InGame/IInGameInputHandler.cs.meta
  86. 11
      Assets/Scripts/Game/InGame/SequenceSelector.cs.meta
  87. 196
      Assets/Scripts/Game/InGame/InGameRunner.cs
  88. 141
      Assets/Scripts/Game/InGame/SetupInGame.cs
  89. 52
      Assets/Scripts/Game/InGame/Scorer.cs
  90. 11
      Assets/Scripts/Game/InGame/Scorer.cs.meta
  91. 34
      Assets/Scripts/Game/InGame/SymbolKillVolume.cs
  92. 11
      Assets/Scripts/Game/InGame/SymbolKillVolume.cs.meta
  93. 105
      Assets/Scripts/Game/InGame/PlayerCursor.cs
  94. 128
      Assets/Scripts/Game/InGame/SequenceSelector.cs

116
Assets/Prefabs/GameManager.prefab


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3
Assets/Scripts/Game/ServerAddress.cs


string m_IP;
int m_Port;
public string IP => m_IP;
public int Port => m_Port;
public ServerAddress(string ip, int port)
{
m_IP = ip;

4
Assets/Scripts/Infrastructure/Locator.cs


Provide(new Messenger());
Provide(new UpdateSlowNoop());
Provide(new IdentityNoop());
Provide(new inGame.InGameInputHandlerNoop());
FinishConstruction();
}

public IIdentity Identity => Locate<IIdentity>();
public void Provide(IIdentity identity) { ProvideAny(identity); }
public inGame.IInGameInputHandler InGameInputHandler => Locate<inGame.IInGameInputHandler>();
public void Provide(inGame.IInGameInputHandler inputHandler) { ProvideAny(inputHandler); }
// As you add more Provided types, be sure their default implementations are included in the constructor.
}

1
Assets/Scripts/Infrastructure/Messenger.cs


StartCountdown = 200,
CancelCountdown = 201,
CompleteCountdown = 202,
GameBeginning = 203,
DisplayErrorPopup = 300,
}

4
Assets/Scripts/LobbyRelaySample.asmdef


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文件差异内容过多而无法显示
查看文件

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30
Assets/Scripts/Game/InGame/SymbolContainer.cs


using Unity.Netcode;
using UnityEngine;
namespace LobbyRelaySample.inGame
{
[RequireComponent(typeof(Rigidbody))]
public class SymbolContainer : NetworkBehaviour
{
public void Start()
{
if (IsHost)
GetComponent<NetworkObject>().Spawn();
}
public override void OnNetworkSpawn()
{
if (IsHost)
{
// Note: The SymbolObjects, which will be children of this object, need their NetworkTransforms to have IsLocalSpace set to true. Otherwise, they might get desynced.
// (This would manifest as packet loss errors.)
// Also note: The initial position of the SymbolObject prefab is set to be outside the camera view in the Z-direction, so that it doesn't interpolate past the actual
// position when it spawns on a client (as opposed to in the Y-direction, since this SymbolContainer is also moving downward).
// TODO: Does that matter if we delay for the instructions?
Rigidbody m_rb = this.GetComponent<Rigidbody>();
m_rb.MovePosition(Vector3.up * 10);
m_rb.velocity = Vector3.down;
}
}
}
}

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Assets/Scripts/Game/InGame/SymbolData.cs


using System.Collections.Generic;
using UnityEngine;
namespace LobbyRelaySample.inGame
{
public class SymbolData : ScriptableObject
{
[SerializeField] public List<Sprite> m_availableSymbols;
public int SymbolCount => m_availableSymbols.Count;
public Sprite GetSymbolForIndex(int index)
{
if (index < 0 || index >= m_availableSymbols.Count)
index = 0;
return m_availableSymbols[index];
}
}
}

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50
Assets/Scripts/Game/InGame/SymbolObject.cs


using Unity.Netcode;
using UnityEngine;
namespace LobbyRelaySample.inGame
{
/// <summary>
/// This holds the logic and data for an individual symbol, which can be "clicked" if the server detects the collision with a player who sends a click input.
/// </summary>
public class SymbolObject : NetworkBehaviour
{
[SerializeField] private SymbolData m_symbolData;
[SerializeField] private SpriteRenderer m_renderer;
[HideInInspector] public NetworkVariable<int> symbolIndex; // The index into SymbolData, not the index of this object.
private ulong m_localId;
public override void OnNetworkSpawn()
{
symbolIndex.OnValueChanged += OnSymbolIndexSet;
m_localId = NetworkManager.Singleton.LocalClientId;
}
/// <summary>
/// Because of the need to distinguish host vs. client calls, we use the symbolIndex NetworkVariable to learn what symbol to display.
/// </summary>
private void OnSymbolIndexSet(int prevValue, int newValue)
{
m_renderer.sprite = m_symbolData.GetSymbolForIndex(symbolIndex.Value);
symbolIndex.OnValueChanged -= OnSymbolIndexSet;
}
/// <summary>
/// The host has confirmed this symbol as a valid selection (this player's cursor collides with it and it's also next in their target sequence), so handle any visual feedback.
/// </summary>
[ClientRpc]
public void OnSelectConfirmed_ClientRpc()
{
// TODO: Visual effects here.
}
[ServerRpc]
public void Destroy_ServerRpc()
{
// Actually destroying the symbol objects can cause garbage collection and other delays that might lead to desyncs.
// Disabling the networked object can also cause issues, so instead, just move the object, and it will be cleaned up once the NetworkManager is destroyed.
// (If object pooling, this is where to instead return it to the pool.)
this.transform.localPosition = Vector3.down * 500;
// TODO: Visually disappear immediately.
}
}
}

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Assets/Scripts/Game/InGame/IInGameInputHandler.cs


namespace LobbyRelaySample.inGame
{
public interface IInGameInputHandler : IProvidable<IInGameInputHandler>
{
void OnPlayerInput(ulong id, SymbolObject selectedSymbol);
}
public class InGameInputHandlerNoop : IInGameInputHandler
{
public void OnPlayerInput(ulong id, SymbolObject selectedSymbol) { }
public void OnReProvided(IInGameInputHandler previousProvider) { }
}
}

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196
Assets/Scripts/Game/InGame/InGameRunner.cs


using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace LobbyRelaySample.inGame
{
/// <summary>
/// Once the NetworkManager has been spawned, we need something to manage the game state and setup other in-game objects
/// that is itself a networked object, to track things like network connect events.
/// </summary>
public class InGameRunner : NetworkBehaviour, IInGameInputHandler
{
private Action m_onConnectionVerified, m_onGameEnd;
private int m_expectedPlayerCount; // Used by the host, but we can't call the RPC until the network connection completes.
private bool? m_canSpawnInGameObjects;
private Queue<Vector2> m_pendingSymbolPositions = new Queue<Vector2>();
private float m_symbolSpawnTimer = 0.5f; // Initial time buffer to ensure connectivity before loading objects.
private int m_remainingSymbolCount = 0; // Only used by the host.
[SerializeField] private NetworkObject m_playerCursorPrefab = default;
[SerializeField] private NetworkObject m_symbolContainerPrefab = default;
[SerializeField] private NetworkObject m_symbolObjectPrefab = default;
[SerializeField] private SequenceSelector m_sequenceSelector = default;
[SerializeField] private Scorer m_scorer = default;
[SerializeField] private SymbolKillVolume m_killVolume = default;
private Transform m_symbolContainerInstance;
private ulong m_localId; // This is not necessarily the same as the OwnerClientId, since all clients will see all spawned objects regardless of ownership.
public void Initialize(Action onConnectionVerified, int expectedPlayerCount, Action onGameEnd)
{
m_onConnectionVerified = onConnectionVerified;
m_expectedPlayerCount = expectedPlayerCount;
m_onGameEnd = onGameEnd;
m_canSpawnInGameObjects = null;
Locator.Get.Provide(this); // Simplifies access since some networked objects can't easily communicate locally (e.g. the host might call a ClientRpc without that client knowing where the call originated).
}
public override void OnNetworkSpawn()
{
if (IsHost)
FinishInitialize();
m_localId = NetworkManager.Singleton.LocalClientId;
VerifyConnection_ServerRpc(m_localId);
}
public override void OnNetworkDespawn()
{
m_onGameEnd(); // As a backup to ensure in-game objects get cleaned up, if this is disconnected unexpectedly.
}
private void FinishInitialize()
{
m_symbolContainerInstance = NetworkObject.Instantiate(m_symbolContainerPrefab).transform;
ResetPendingSymbolPositions();
m_killVolume.Initialize(OnSymbolDeactivated);
}
private void ResetPendingSymbolPositions()
{
m_pendingSymbolPositions.Clear();
for (int n = 0; n < SequenceSelector.k_symbolCount; n++)
{
// TEMP we need to do a BSP or some such to mix up the positions.
m_pendingSymbolPositions.Enqueue(new Vector2(-9 + (n % 10) * 2, n / 10 * 3));
}
}
/// <summary>
/// To verify the connection, invoke a server RPC call that then invokes a client RPC call.
/// </summary>
[ServerRpc(RequireOwnership = false)]
private void VerifyConnection_ServerRpc(ulong clientId)
{
VerifyConnection_ClientRpc(clientId);
// If not spawning things in the background, start doing so.
m_canSpawnInGameObjects = true;
}
[ClientRpc]
private void VerifyConnection_ClientRpc(ulong clientId)
{
if (clientId == m_localId)
VerifyConnectionConfirm_ServerRpc(m_localId);
}
/// <summary>
/// Once the connection is confirmed, check if all players have connected.
/// </summary>
[ServerRpc(RequireOwnership = false)]
private void VerifyConnectionConfirm_ServerRpc(ulong clientId)
{
NetworkObject playerCursor = NetworkObject.Instantiate(m_playerCursorPrefab);
playerCursor.SpawnWithOwnership(clientId);
playerCursor.name += clientId;
bool areAllPlayersConnected = NetworkManager.ConnectedClients.Count >= m_expectedPlayerCount; // The game will begin at this point, or else there's a timeout for booting any unconnected players.
VerifyConnectionConfirm_ClientRpc(clientId, areAllPlayersConnected);
}
[ClientRpc]
private void VerifyConnectionConfirm_ClientRpc(ulong clientId, bool shouldStartImmediately)
{
if (clientId == m_localId)
m_onConnectionVerified?.Invoke();
if (shouldStartImmediately)
Locator.Get.Messenger.OnReceiveMessage(MessageType.GameBeginning, null);
}
public void Update()
{
CheckIfCanSpawnNewSymbol();
// TODO: BSP for choosing symbol spawn positions?
// TODO: Remove the timer to test for packet loss.
void CheckIfCanSpawnNewSymbol()
{
if (!m_canSpawnInGameObjects.GetValueOrDefault() || m_remainingSymbolCount >= SequenceSelector.k_symbolCount || !IsHost)
return;
if (m_pendingSymbolPositions.Count > 0)
{
m_symbolSpawnTimer -= Time.deltaTime;
if (m_symbolSpawnTimer < 0)
{
m_symbolSpawnTimer = 0.02f; // Space out the object spawning a little to prevent a lag spike.
SpawnNewSymbol();
if (m_remainingSymbolCount >= SequenceSelector.k_symbolCount)
m_canSpawnInGameObjects = false;
}
}
}
void SpawnNewSymbol()
{
int index = SequenceSelector.k_symbolCount - m_pendingSymbolPositions.Count;
Vector3 pendingPos = m_pendingSymbolPositions.Dequeue();
NetworkObject symbolObj = NetworkObject.Instantiate(m_symbolObjectPrefab);
symbolObj.Spawn();
symbolObj.name = "Symbol" + index;
symbolObj.TrySetParent(m_symbolContainerInstance, false);
symbolObj.transform.localPosition = pendingPos;
symbolObj.GetComponent<SymbolObject>().symbolIndex.Value = m_sequenceSelector.GetNextSymbol(index);
m_remainingSymbolCount++;
}
}
/// <summary>
/// Called while on the host to determine if incoming input has scored or not.
/// </summary>
public void OnPlayerInput(ulong id, SymbolObject selectedSymbol)
{
if (m_sequenceSelector.ConfirmSymbolCorrect(id, selectedSymbol.symbolIndex.Value))
{
selectedSymbol.OnSelectConfirmed_ClientRpc();
selectedSymbol.Destroy_ServerRpc();
m_scorer.ScoreSuccess(id);
OnSymbolDeactivated();
}
else
m_scorer.ScoreFailure(id);
}
public void OnSymbolDeactivated()
{
if (--m_remainingSymbolCount <= 0)
EndGame_ServerRpc();
}
/// <summary>
/// The server determines when the game should end. Once it does, it needs to inform the clients to clean up their networked objects first,
/// since disconnecting before that happens will prevent them from doing so (since they can't receive despawn events from the disconnected server).
/// </summary>
[ServerRpc]
private void EndGame_ServerRpc()
{
// TODO: Display results
this.StartCoroutine(EndGame());
}
private IEnumerator EndGame()
{
EndGame_ClientRpc();
yield return null;
m_onGameEnd();
}
[ClientRpc]
private void EndGame_ClientRpc()
{
if (IsHost)
return;
m_onGameEnd();
}
public void OnReProvided(IInGameInputHandler previousProvider) { /*No-op*/ }
}
}

141
Assets/Scripts/Game/InGame/SetupInGame.cs


using System;
using Unity.Netcode;
using UnityEngine;
namespace LobbyRelaySample.inGame
{
/// <summary>
/// Once the local player is in a lobby and that lobby has entered the In-Game state, this will load in whatever is necessary to actually run the game part.
/// This will exist in the game scene so that it can hold references to scene objects that spawned prefab instances will need.
/// </summary>
public class SetupInGame : MonoBehaviour, IReceiveMessages
{
[SerializeField] private GameObject m_prefabNetworkManager = default;
[SerializeField] private LocalLobbyObserver m_lobbyObserver = default;
[SerializeField] private GameObject[] m_disableWhileInGame = default;
private GameObject m_inGameManagerObj;
private NetworkManager m_networkManager;
private InGameRunner m_inGameRunner;
private int m_playerCount; // The server will need to know this.
private bool m_isHost;
private bool m_doesNeedCleanup = false;
private bool m_hasConnectedViaNGO = false;
// TEMP? Relay stuff
private ServerAddress m_serverAddress;
private Action<UnityTransport> m_initializeTransport;
/*
* Things to do:
*
* x Disable whatever menu behaviors. Maintain a back button with additional RPC calls?
* --- Need to make RelayUtpClient not an MB so I can freely disable the menus? It is on the GameManager, as it happens, but...
* x Spawn the object with the NetworkManager and allow that to connect.
* - Wait for all players to connect, or boot a player after a few seconds (via Relay) if they did not connect.
* x While waiting, server selects the target sequence, spawns the symbol container, and starts pooling/spawning the symbol objects.
* - Once all players are in, show the target sequence and instructions, and then the server starts moving the symbol container and listening to click events.
* - After the symbols are all passed (I guess tracking the symbol container position or a timeout), finish the game (set the winner flag).
* x Clients clean up and return to the lobby screen. Host sets the lobby back to the regular state.
*
*/
public void Start()
{
Locator.Get.Messenger.Subscribe(this);
m_lobbyObserver.OnObservedUpdated.AddListener(UpdatePlayerCount);
}
public void OnDestroy()
{
Locator.Get.Messenger.Unsubscribe(this);
m_lobbyObserver.OnObservedUpdated.RemoveListener(UpdatePlayerCount);
}
private void SetMenuVisibility(bool areVisible)
{
foreach (GameObject go in m_disableWhileInGame)
go.SetActive(areVisible);
}
private void CreateNetworkManager()
{
m_inGameManagerObj = GameObject.Instantiate(m_prefabNetworkManager);
m_networkManager = m_inGameManagerObj.GetComponentInChildren<NetworkManager>();
m_inGameRunner = m_inGameManagerObj.GetComponentInChildren<InGameRunner>();
m_inGameRunner.Initialize(OnConnectionVerified, m_playerCount, OnGameEnd);
// TODO: I'll need this when we switch to the Relay Unity Transport option.
//UnityTransport transport = m_inGameManagerObj.GetComponentInChildren<UnityTransport>();
//transport.SetConnectionData(m_serverAddress.IP, (ushort)m_serverAddress.Port);
//m_initializeTransport(transport);
if (m_isHost)
m_networkManager.StartHost();
else
m_networkManager.StartClient();
}
private void UpdatePlayerCount(LocalLobby lobby)
{ m_playerCount = lobby.PlayerCount;
}
private void OnConnectionVerified()
{
m_hasConnectedViaNGO = true;
}
public void SetRelayAddress(LocalLobby changed)
{
m_serverAddress = changed.RelayServer; // Note that this could be null.
}
public void OnLocalUserChange(LobbyUser user)
{
m_isHost = user.IsHost;
}
public void SetRelayServerData(string address, int port, byte[] allocationBytes, byte[] key, byte[] connectionData, byte[] hostConnectionData, bool isSecure)
{
m_initializeTransport = (transport) => { transport.SetRelayServerData(address, (ushort)port, allocationBytes, key, connectionData, hostConnectionData, isSecure); };
}
public void OnReceiveMessage(MessageType type, object msg)
{
if (type == MessageType.ConfirmInGameState)
{
m_doesNeedCleanup = true;
SetMenuVisibility(false);
CreateNetworkManager();
}
else if (type == MessageType.GameBeginning)
{
if (!m_hasConnectedViaNGO)
{
// If this player hasn't successfully connected via NGO, get booted.
Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, "Failed to join the game.");
// TODO: Need to handle both failing to connect and connecting but failing to initialize.
// I.e. cleaning up networked objects *might* be necessary.
}
}
else if (type == MessageType.ChangeGameState)
{
// Once we're in-game, any state change reflects the player leaving the game, so we should clean up.
OnGameEnd();
}
}
private void OnGameEnd()
{
if (m_doesNeedCleanup)
{
GameObject.Destroy(m_inGameManagerObj); // Since this destroys the NetworkManager, that will kick off cleaning up networked objects.
SetMenuVisibility(true);
m_doesNeedCleanup = false;
}
}
}
}

52
Assets/Scripts/Game/InGame/Scorer.cs


using System.Collections.Generic;
using TMPro;
using Unity.Netcode;
using UnityEngine;
namespace LobbyRelaySample.inGame
{
// TODO: I'm using host and server interchangeably...
/// <summary>
/// Used by the host to actually track scores for all players, and by each client to monitor for updates to their own score.
/// </summary>
public class Scorer : NetworkBehaviour
{
// TODO: Most of the ints could be bytes?
private Dictionary<ulong, int> m_scoresByClientId = new Dictionary<ulong, int>();
private ulong m_localId;
[SerializeField] private TMP_Text m_scoreOutputText = default;
public override void OnNetworkSpawn()
{
m_localId = NetworkManager.Singleton.LocalClientId;
AddClient_ServerRpc(m_localId);
}
[ServerRpc(RequireOwnership = false)]
private void AddClient_ServerRpc(ulong id)
{
if (!m_scoresByClientId.ContainsKey(id))
m_scoresByClientId.Add(id, 0);
}
public void ScoreSuccess(ulong id)
{
m_scoresByClientId[id] += 5;
UpdateScoreOutput_ClientRpc(id, m_scoresByClientId[id]);
}
public void ScoreFailure(ulong id)
{
m_scoresByClientId[id] -= 1;
UpdateScoreOutput_ClientRpc(id, m_scoresByClientId[id]);
}
[ClientRpc]
private void UpdateScoreOutput_ClientRpc(ulong id, int score)
{
if (m_localId == id)
m_scoreOutputText.text = score.ToString("00");
}
}
}

11
Assets/Scripts/Game/InGame/Scorer.cs.meta


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34
Assets/Scripts/Game/InGame/SymbolKillVolume.cs


using System;
using UnityEngine;
namespace LobbyRelaySample.inGame
{
/// <summary>
/// Used by the host to deactivate symbol objects once they're off-screen.
/// </summary>
[RequireComponent(typeof(Collider))]
public class SymbolKillVolume : MonoBehaviour
{
private bool m_isInitialized = false;
private Action m_onSymbolCollided;
public void Initialize(Action onSymbolCollided)
{
m_onSymbolCollided = onSymbolCollided;
m_isInitialized = true;
}
public void OnTriggerEnter(Collider other)
{
if (!m_isInitialized)
return;
SymbolObject symbolObj = other.GetComponent<SymbolObject>();
if (symbolObj != null)
{
symbolObj.Destroy_ServerRpc();
m_onSymbolCollided?.Invoke();
}
}
}
}

11
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105
Assets/Scripts/Game/InGame/PlayerCursor.cs


using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace LobbyRelaySample.inGame
{
/// <summary>
/// Each player's cursor needs to be controlled by them and visible to the other players.
/// </summary>
[RequireComponent(typeof(Collider))]
public class PlayerCursor : NetworkBehaviour
{
[SerializeField] private SpriteRenderer m_renderer = default;
[SerializeField] private ParticleSystem m_onClickParticles = default;
private Camera m_mainCamera;
private NetworkVariable<Vector3> m_position = new NetworkVariable<Vector3>(NetworkVariableReadPermission.Everyone, Vector3.zero);
private ulong m_localId;
// The host is responsible for determining if a player has successfully selected a symbol object, since collisions should be handled serverside.
private List<SymbolObject> m_currentlyCollidingSymbols;
// We can't pass object references as RPC calls by default, and we don't have a different convenient way to, I think,
// get the object spawned on the server to assign some member on the client, so instead let's retrieve dynamically what we need.
// I guess I'd just have a "singleton" to hold the references?
public override void OnNetworkSpawn()
{
m_mainCamera = GameObject.Find("InGameCamera").GetComponent<Camera>();
if (IsHost)
m_currentlyCollidingSymbols = new List<SymbolObject>();
m_localId = NetworkManager.Singleton.LocalClientId;
// Other players' cursors should be less prominent than the local player's cursor.
if (OwnerClientId != m_localId)
{ m_renderer.transform.localScale *= 0.75f;
m_renderer.color = new Color(1, 1, 1, 0.5f);
var trails = m_onClickParticles.trails;
trails.colorOverLifetime = new ParticleSystem.MinMaxGradient(Color.grey);
}
}
// Don't love having the input here, but it doesn't need to be anywhere else.
private bool IsSelectInputHit()
{
return Input.GetMouseButtonDown(0);
}
public void Update() // TODO: FixedUpdate?
{
transform.position = m_position.Value;
if (m_mainCamera == null || !IsOwner)
return;
Vector3 targetPos = (Vector2)m_mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -m_mainCamera.transform.position.z));
SetPosition_ServerRpc(targetPos); // Client can't set a network variable value.
if (IsSelectInputHit())
SendInput_ServerRpc(m_localId);
}
[ServerRpc] // Leave RequireOwnership = true for these so that only the player whose cursor this is can make updates.
private void SetPosition_ServerRpc(Vector3 position)
{
m_position.Value = position;
}
[ServerRpc]
private void SendInput_ServerRpc(ulong id)
{
if (m_currentlyCollidingSymbols.Count > 0)
{
SymbolObject symbol = m_currentlyCollidingSymbols[0];
m_currentlyCollidingSymbols.RemoveAt(0);
Locator.Get.InGameInputHandler.OnPlayerInput(id, symbol);
}
OnInputVisuals_ClientRpc();
}
[ClientRpc]
private void OnInputVisuals_ClientRpc()
{
m_onClickParticles.Stop(false, ParticleSystemStopBehavior.StopEmitting);
m_onClickParticles.Play();
}
public void OnTriggerEnter(Collider other)
{
if (!IsHost)
return;
SymbolObject symbol = other.GetComponent<SymbolObject>();
if (symbol == null)
return;
if (!m_currentlyCollidingSymbols.Contains(symbol))
m_currentlyCollidingSymbols.Add(symbol);
}
public void OnTriggerExit(Collider other)
{
if (!IsHost)
return;
SymbolObject symbol = other.GetComponent<SymbolObject>();
if (symbol == null)
return;
if (m_currentlyCollidingSymbols.Contains(symbol))
m_currentlyCollidingSymbols.Remove(symbol);
}
}
}

128
Assets/Scripts/Game/InGame/SequenceSelector.cs


using System;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.UI;
namespace LobbyRelaySample.inGame
{
/// <summary>
/// Handles selecting the randomized sequence of symbols to spawn. This also selects a subset of the selected symbols to be the target
/// sequence that each player needs to select in order.
/// </summary>
public class SequenceSelector : NetworkBehaviour
{
[SerializeField] private SymbolData m_symbolData = default;
[SerializeField] private Image[] m_targetSequenceOutput = default;
public const int k_symbolCount = 100;
private bool m_hasReceivedTargetSequence = false; // TODO: Perhaps split up members by client vs. host?
private ulong m_localId;
private List<int> m_fullSequence = new List<int>(); // This is owned by the host, and each index is assigned as a NetworkVariable to each SymbolObject.
private NetworkList<int> m_targetSequence; // This is owned by the host but needs to be available to all clients, so it's a NetworkedList here.
private Dictionary<ulong, int> m_targetSequenceIndexPerPlayer = new Dictionary<ulong, int>(); // Also owned by the host, indexed by client ID.
public void Awake()
{
m_targetSequence = new NetworkList<int>();
}
public override void OnNetworkSpawn()
{
if (IsHost)
{
// Choose some subset of the list of symbols to be present in this game, along with a target sequence.
List<int> symbolsForThisGame = SelectSymbols(m_symbolData.m_availableSymbols.Count, 8);
m_targetSequence.Add(symbolsForThisGame[0]);
m_targetSequence.Add(symbolsForThisGame[1]);
m_targetSequence.Add(symbolsForThisGame[2]);
// Then, ensure that the target sequence is present in order throughout most of the full set of symbols to spawn.
int numTargetSequences = k_symbolCount / 6; // About 1/2 of the 3 symbols will be definitely part of the target sequence.
for (; numTargetSequences >= 0; numTargetSequences--)
{ m_fullSequence.Add(m_targetSequence[2]); // We want a List instead of a Queue or Stack for faster insertion, but we will remove indices backwards so as to not reshift other entries.
m_fullSequence.Add(m_targetSequence[1]);
m_fullSequence.Add(m_targetSequence[0]);
}
// Then, fill in with a good mix of the remaining symbols.
AddHalfRemaining(3, 2);
AddHalfRemaining(4, 2);
AddHalfRemaining(5, 2);
AddHalfRemaining(6, 2);
AddHalfRemaining(7, 1);
void AddHalfRemaining(int symbolIndex, int divider)
{
int remaining = k_symbolCount - m_fullSequence.Count;
for (int n = 0; n < remaining / divider; n++)
{
int randomIndex = UnityEngine.Random.Range(0, m_fullSequence.Count);
m_fullSequence.Insert(randomIndex, symbolsForThisGame[symbolIndex]);
}
}
}
m_localId = NetworkManager.Singleton.LocalClientId;
AddClient_ServerRpc(m_localId);
}
[ServerRpc(RequireOwnership = false)]
private void AddClient_ServerRpc(ulong id)
{
m_targetSequenceIndexPerPlayer.Add(id, 0);
}
// Very simple random selection. Duplicates are allowed.
private static List<int> SelectSymbols(int numOptions, int targetCount)
{
List<int> list = new List<int>();
for (int n = 0; n < targetCount; n++)
list.Add(UnityEngine.Random.Range(0, numOptions));
return list;
}
public void Update()
{
// We can't guarantee timing with the host's selection of the target sequence, so retrieve it once it's available.
if (!m_hasReceivedTargetSequence && m_targetSequence.Count > 0)
{
for (int n = 0; n < m_targetSequence.Count; n++)
m_targetSequenceOutput[n].sprite = m_symbolData.GetSymbolForIndex(m_targetSequence[n]);
m_hasReceivedTargetSequence = true;
ScaleTargetUi(m_localId, 0);
}
}
/// <summary>
/// If the index is correct, this will advance the current sequence index.
/// </summary>
public bool ConfirmSymbolCorrect(ulong id, int symbolIndex)
{
int index = m_targetSequenceIndexPerPlayer[id];
if (symbolIndex != m_targetSequence[index])
return false;
if (++index >= m_targetSequence.Count)
index = 0;
m_targetSequenceIndexPerPlayer[id] = index;
ScaleTargetUi_ClientRpc(id, index);
return true;
}
[ClientRpc]
private void ScaleTargetUi_ClientRpc(ulong id, int sequenceIndex)
{
ScaleTargetUi(id, sequenceIndex);
}
private void ScaleTargetUi(ulong id, int sequenceIndex)
{
if (NetworkManager.Singleton.LocalClientId == id)
for (int i = 0; i < m_targetSequenceOutput.Length; i++)
m_targetSequenceOutput[i].transform.localScale = Vector3.one * (sequenceIndex == i ? 1 : 0.7f);
}
public int GetNextSymbol(int symbolObjectIndex)
{
return m_fullSequence[symbolObjectIndex];
}
}
}

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