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Finished UI graphics, begun adding local user data for Muting/Activating/Volume.

/main/staging/vivox_UI
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b683e72d
共有 11 个文件被更改,包括 1339 次插入368 次删除
  1. 330
      Assets/Prefabs/UI/GameCanvas.prefab
  2. 6
      Assets/Prefabs/UI/LobbyGameCanvas.prefab
  3. 98
      Assets/Prefabs/UI/LobbyUserList.prefab
  4. 736
      Assets/Prefabs/UI/UserCardPanel.prefab
  5. 348
      Assets/Scenes/mainScene.unity
  6. 114
      Assets/Scripts/Game/LobbyUser.cs
  7. 19
      Assets/Scripts/UI/InLobbyUserUI.cs
  8. 30
      Assets/Scripts/UI/MuteUI.cs
  9. 2
      ProjectSettings/PackageManagerSettings.asset
  10. 13
      Assets/Scripts/UI/LobbyUserVolumeUI.cs
  11. 11
      Assets/Scripts/UI/LobbyUserVolumeUI.cs.meta

330
Assets/Prefabs/UI/GameCanvas.prefab


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114
Assets/Scripts/Game/LobbyUser.cs


public enum UserStatus
{
None = 0,
Connecting = 1, // User has joined a lobby but has not yet connected to Relay.
Lobby = 2, // User is in a lobby and connected to Relay.
Ready = 4, // User has selected the ready button, to ready for the "game" to start.
InGame = 8, // User is part of a "game" that has started.
Menu = 16 // User is not in a lobby, in one of the main menus.
Connecting = 1, // User has joined a lobby but has not yet connected to Relay.
Lobby = 2, // User is in a lobby and connected to Relay.
Ready = 4, // User has selected the ready button, to ready for the "game" to start.
InGame = 8, // User is part of a "game" that has started.
Menu = 16 // User is not in a lobby, in one of the main menus.
}
/// <summary>

public class LobbyUser : Observed<LobbyUser>
{
public LobbyUser(bool isHost = false, string displayName = null, string id = null, EmoteType emote = EmoteType.None, UserStatus userStatus = UserStatus.Menu)
public LobbyUser(bool isHost = false, string displayName = null, string id = null, EmoteType emote = EmoteType.None, UserStatus userStatus = UserStatus.Menu, bool hasVoice = false, bool muted = false, float volume = 0)
m_data = new UserData(isHost, displayName, id, emote, userStatus);
m_data = new UserData(isHost, displayName, id, emote, userStatus, hasVoice, muted, volume);
public struct UserData
{
public bool IsHost { get; set; }

public UserStatus UserStatus { get; set; }
public bool HasVoice { get; set; }
public bool Muted { get; set; }
public float UserVolume { get; set; }
public UserData(bool isHost, string displayName, string id, EmoteType emote, UserStatus userStatus)
public UserData(bool isHost, string displayName, string id, EmoteType emote, UserStatus userStatus, bool hasVoice, bool muted, float userVolume)
{
IsHost = isHost;
DisplayName = displayName;

HasVoice = hasVoice;
Muted = muted;
UserVolume = userVolume;
m_data = new UserData(false, m_data.DisplayName, m_data.ID, EmoteType.None, UserStatus.Menu); // ID and DisplayName should persist since this might be the local user.
m_data = new UserData(false, m_data.DisplayName, m_data.ID, EmoteType.None, UserStatus.Menu, false, false, 0); // ID and DisplayName should persist since this might be the local user.
#endregion
/// <summary>

public enum UserMembers { IsHost = 1, DisplayName = 2, Emote = 4, ID = 8, UserStatus = 16 }
public enum UserMembers
{
IsHost = 1,
DisplayName = 2,
Emote = 4,
ID = 8,
UserStatus = 16,
HasVoice = 32,
Muted = 64,
Volume = 128
}
private UserMembers m_lastChanged;
public UserMembers LastChanged => m_lastChanged;

}
}
public EmoteType Emote
public string ID
get => m_data.Emote;
get => m_data.ID;
if (m_data.Emote != value)
if (m_data.ID != value)
m_data.Emote = value;
m_lastChanged = UserMembers.Emote;
m_data.ID = value;
m_lastChanged = UserMembers.ID;
public string ID
public EmoteType Emote
get => m_data.ID;
get => m_data.Emote;
if (m_data.ID != value)
if (m_data.Emote != value)
m_data.ID = value;
m_lastChanged = UserMembers.ID;
m_data.Emote = value;
m_lastChanged = UserMembers.Emote;
OnChanged(this);
}
}

public UserStatus UserStatus
{
get => m_userStatus;

}
}
public bool HasVoice
{
get { return m_data.Muted; }
set
{
if (m_data.Muted != value)
{
m_data.Muted = value;
m_lastChanged = UserMembers.HasVoice;
OnChanged(this);
}
}
}
public bool Muted
{
get { return m_data.Muted; }
set
{
if (m_data.Muted != value)
{
m_data.Muted = value;
m_lastChanged = UserMembers.Muted;
OnChanged(this);
}
}
}
public float Volume
{
get { return m_data.UserVolume; }
set
{
if (Math.Abs(m_data.UserVolume - value) > 0.05f)
{
m_data.UserVolume = value;
m_lastChanged = UserMembers.Volume;
OnChanged(this);
}
}
}
(m_data.IsHost == data.IsHost ? 0 : (int)UserMembers.IsHost) |
(m_data.Emote == data.Emote ? 0 : (int)UserMembers.Emote) |
(m_data.ID == data.ID ? 0 : (int)UserMembers.ID) |
(m_data.IsHost == data.IsHost ? 0 : (int)UserMembers.IsHost) |
(m_data.UserStatus == data.UserStatus ? 0 : (int)UserMembers.UserStatus);
(m_data.ID == data.ID ? 0 : (int)UserMembers.ID) |
(m_data.Emote == data.Emote ? 0 : (int)UserMembers.Emote) |
(m_data.UserStatus == data.UserStatus ? 0 : (int)UserMembers.UserStatus) |
(m_data.HasVoice == data.HasVoice ? 0 : (int)UserMembers.HasVoice) |
(m_data.Muted == data.Muted ? 0 : (int)UserMembers.Muted) |
(Math.Abs(m_data.UserVolume - data.UserVolume) < 0.05f ? 0 : (int)UserMembers.Volume);
if (lastChanged == 0) // Ensure something actually changed.
return;

19
Assets/Scripts/UI/InLobbyUserUI.cs


Image m_HostIcon;
[SerializeField]
Toggle m_MuteButton;
MuteUI m_MuteUI;
[SerializeField]
LobbyUserVolumeUI m_lobbyUserVolumeUI;
public bool IsAssigned
{
get { return UserId != null; }
}
public bool IsAssigned => UserId != null;
public string UserId { get; private set; }
private LobbyUserObserver m_observer;

}
public void OnVolumeSlide(float volume)
{
}
// m_MuteUI.Show();
string SetStatusFancy(UserStatus status)
{

30
Assets/Scripts/UI/MuteUI.cs


using System.Collections.Generic;
using UnityEngine;
public class MuteUI : MonoBehaviour
namespace LobbyRelaySample.UI
[SerializeField]
CanvasGroup m_canvasGroup;
public class MuteUI : UIPanelBase
{
[SerializeField]
CanvasGroup m_voiceRings;
public void SetSpeakerAlpha(float alpha)
{
m_canvasGroup.alpha = alpha;
public void EnableVoice()
{
Show();
}
public void DisableVoice()
{
Hide(1);
}
/// <summary>
/// Controls the visibility of the volume rings to show activity levels of the voice channel on this user.
/// </summary>
/// <param name="normalizedVolume"></param>
public void OnSoundDetected(float normalizedVolume)
{
m_voiceRings.alpha = normalizedVolume;
}
}
}

2
ProjectSettings/PackageManagerSettings.asset


- com.unity.transport
m_IsDefault: 0
m_Capabilities: 0
m_UserSelectedRegistryName: Candidates
m_UserSelectedRegistryName:
m_UserAddingNewScopedRegistry: 0
m_RegistryInfoDraft:
m_ErrorMessage:

13
Assets/Scripts/UI/LobbyUserVolumeUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace LobbyRelaySample.UI
{
public class LobbyUserVolumeUI : MonoBehaviour
{
}
}

11
Assets/Scripts/UI/LobbyUserVolumeUI.cs.meta


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