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f4b5e883
共有 65 个文件被更改,包括 6650 次插入 和 717 次删除
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572Assets/Art/VFX/Star.shadersubgraph
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108Assets/Art/VFX/StarField.shadergraph
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14Assets/Art/VFX/StarGrid.shadersubgraph
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128Assets/Art/VFX/StarGridLayer.shadersubgraph
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34Assets/Art/VFX/StarGridLayerAnimation.shadersubgraph
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115Assets/Prefabs/GameManager.prefab
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275Assets/Scenes/game_edit.unity
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73Assets/Scenes/mainScene.unity
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3Assets/Scripts/Game/ServerAddress.cs
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1Assets/Scripts/Infrastructure/Messenger.cs
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4Assets/Scripts/LobbyRelaySample.asmdef
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2Packages/manifest.json
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29Packages/packages-lock.json
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73ProjectSettings/DynamicsManager.asset
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12ProjectSettings/ProjectSettings.asset
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344Assets/Art/Borders/glyph_bg_border.png
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96Assets/Art/Borders/glyph_bg_border.png.meta
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207Assets/Art/Borders/glyph_mask.png
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96Assets/Art/Borders/glyph_mask.png.meta
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1001Assets/Art/VFX/TwirlingVoronoi.shadersubgraph
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10Assets/Art/VFX/TwirlingVoronoi.shadersubgraph.meta
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1001Assets/Art/VFX/WobblyBorder.shadergraph
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10Assets/Art/VFX/WobblyBorder.shadergraph.meta
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8Assets/Prefabs/InGame.meta
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8Assets/Prefabs/Runes.meta
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8Assets/Scripts/Game/InGame.meta
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7Assets/Prefabs/InGame/InGameLogic.prefab.meta
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157Assets/Prefabs/InGame/PlayerCursor.prefab
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7Assets/Prefabs/InGame/PlayerCursor.prefab.meta
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216Assets/Prefabs/InGame/SymbolContainer.prefab
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7Assets/Prefabs/InGame/SymbolContainer.prefab.meta
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33Assets/Prefabs/InGame/SymbolData.asset
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8Assets/Prefabs/InGame/SymbolData.asset.meta
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167Assets/Prefabs/InGame/SymbolObject.prefab
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7Assets/Prefabs/InGame/SymbolObject.prefab.meta
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452Assets/Prefabs/InGame/InGameLogic.prefab
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131Assets/Prefabs/Runes/Icon_wobbly.mat
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8Assets/Prefabs/Runes/Icon_wobbly.mat.meta
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1001Assets/Prefabs/Runes/icon_bg.prefab
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7Assets/Prefabs/Runes/icon_bg.prefab.meta
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147Assets/Prefabs/Runes/icon_particle.mat
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8Assets/Prefabs/Runes/icon_particle.mat.meta
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67Assets/Prefabs/Runes/icon_prefab.prefab
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7Assets/Prefabs/Runes/icon_prefab.prefab.meta
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130Assets/Prefabs/Runes/icon_starfield_bg.mat
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8Assets/Prefabs/Runes/icon_starfield_bg.mat.meta
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63Assets/Prefabs/Runes/starfield_bg.prefab
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7Assets/Prefabs/Runes/starfield_bg.prefab.meta
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11Assets/Scripts/Game/InGame/InGameRunner.cs.meta
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11Assets/Scripts/Game/InGame/SetupInGame.cs.meta
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25Assets/Scripts/Game/InGame/SymbolContainer.cs
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11Assets/Scripts/Game/InGame/SymbolContainer.cs.meta
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18Assets/Scripts/Game/InGame/SymbolData.cs
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11Assets/Scripts/Game/InGame/SymbolData.cs.meta
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133Assets/Scripts/Game/InGame/InGameRunner.cs
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85Assets/Scripts/Game/InGame/PlayerCursor.cs
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11Assets/Scripts/Game/InGame/PlayerCursor.cs.meta
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132Assets/Scripts/Game/InGame/SetupInGame.cs
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23Assets/Scripts/Game/InGame/SymbolObject.cs
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11Assets/Scripts/Game/InGame/SymbolObject.cs.meta
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8Assets/Prefabs/Icons.meta
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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1001
Assets/Art/VFX/WobblyBorder.shadergraph
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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|
|||
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) |
|||
{ |
|||
Rigidbody m_rb = this.GetComponent<Rigidbody>(); |
|||
m_rb.MovePosition(Vector3.up * 10); |
|||
m_rb.velocity = Vector3.down; |
|||
} |
|||
} |
|||
} |
|||
} |
|
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assetBundleName: |
|||
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|
|||
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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guid: 26062727ed87bcc439ec8f0f86354a51 |
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|
|||
using System; |
|||
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 |
|||
{ |
|||
private Action m_onConnectionVerified; |
|||
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 const int k_symbolCount = 100; |
|||
private Queue<Vector2> m_pendingSymbolPositions = new Queue<Vector2>(); |
|||
|
|||
[SerializeField] private NetworkObject m_playerCursorPrefab; |
|||
[SerializeField] private NetworkObject m_symbolContainerPrefab; |
|||
private Transform m_symbolContainerInstance; |
|||
[SerializeField] private NetworkObject m_symbolObjectPrefab; |
|||
|
|||
private NetworkList<ulong> m_connectedPlayerIds; |
|||
private ulong m_localClientId; // 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) |
|||
{ |
|||
m_onConnectionVerified = onConnectionVerified; |
|||
m_expectedPlayerCount = expectedPlayerCount; |
|||
m_canSpawnInGameObjects = false; |
|||
} |
|||
|
|||
public override void OnNetworkSpawn() |
|||
{ |
|||
if (IsHost) |
|||
FinishInitialize(); |
|||
m_localClientId = NetworkManager.Singleton.LocalClientId; |
|||
VerifyConnection_ServerRpc(m_localClientId); |
|||
} |
|||
|
|||
public override void OnNetworkDespawn() |
|||
{ |
|||
// This will be where to do full clean up?
|
|||
UnityEngine.Debug.LogError("InGameRunner despawn"); |
|||
} |
|||
|
|||
private void FinishInitialize() |
|||
{ |
|||
if (m_connectedPlayerIds != null) |
|||
m_connectedPlayerIds.Clear(); |
|||
else |
|||
m_connectedPlayerIds = new NetworkList<ulong>(); |
|||
m_symbolContainerInstance = NetworkObject.Instantiate(m_symbolContainerPrefab).transform; |
|||
ResetPendingSymbolPositions(); |
|||
} |
|||
|
|||
private void ResetPendingSymbolPositions() |
|||
{ |
|||
m_pendingSymbolPositions.Clear(); |
|||
for (int n = 0; n < 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 that.
|
|||
m_canSpawnInGameObjects = true; |
|||
} |
|||
[ClientRpc] |
|||
private void VerifyConnection_ClientRpc(ulong clientId) |
|||
{ |
|||
if (clientId == m_localClientId) |
|||
VerifyConnectionConfirm_ServerRpc(m_localClientId); |
|||
} |
|||
/// <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; |
|||
|
|||
if (!m_connectedPlayerIds.Contains(clientId)) |
|||
m_connectedPlayerIds.Add(clientId); |
|||
bool areAllPlayersConnected = m_connectedPlayerIds.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_localClientId) |
|||
m_onConnectionVerified?.Invoke(); |
|||
if (shouldStartImmediately) |
|||
Locator.Get.Messenger.OnReceiveMessage(MessageType.GameBeginning, null); |
|||
} |
|||
|
|||
// TODO: BSP for choosing symbol spawn positions?
|
|||
// TODO: Remove the timer to test for packet loss.
|
|||
private float m_timer = 0.04f; // We'll want to space out the object spawning a little to reduce the risk of packet loss. It will happen in the background, so we have time.
|
|||
public void Update() |
|||
{ |
|||
if (!m_canSpawnInGameObjects || m_symbolContainerInstance?.childCount >= k_symbolCount || !IsHost) |
|||
return; |
|||
if (m_pendingSymbolPositions.Count > 0) |
|||
{ |
|||
m_timer -= Time.deltaTime; |
|||
if (m_timer < 0) |
|||
{ |
|||
m_timer = 0.04f; |
|||
Vector3 pendingPos = m_pendingSymbolPositions.Dequeue(); |
|||
NetworkObject symbolObj = NetworkObject.Instantiate(m_symbolObjectPrefab); |
|||
symbolObj.Spawn(); |
|||
symbolObj.name = "Symbol" + (k_symbolCount - m_pendingSymbolPositions.Count); |
|||
symbolObj.TrySetParent(m_symbolContainerInstance, false); |
|||
symbolObj.transform.localPosition = pendingPos; |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
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>
|
|||
public class PlayerCursor : NetworkBehaviour |
|||
{ |
|||
private Camera m_mainCamera; |
|||
private NetworkVariable<Vector3> m_position = new NetworkVariable<Vector3>(NetworkVariableReadPermission.Everyone, Vector3.zero); |
|||
|
|||
// 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>(); |
|||
} |
|||
|
|||
// 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(); |
|||
} |
|||
|
|||
[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() |
|||
{ |
|||
if (m_currentlyCollidingSymbols.Count > 0) |
|||
{ |
|||
SymbolObject symbol = m_currentlyCollidingSymbols[0]; |
|||
m_currentlyCollidingSymbols.RemoveAt(0); |
|||
symbol.OnSelect(); |
|||
} |
|||
} |
|||
|
|||
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); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 1dff2bc874952454c9da192885efd32b |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
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; |
|||
|
|||
// 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. |
|||
* - 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); |
|||
|
|||
// 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() |
|||
{ |
|||
// TODO: Anything here?
|
|||
} |
|||
|
|||
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 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.
|
|||
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; |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
using Unity.Netcode; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRelaySample.inGame |
|||
{ |
|||
public class SymbolObject : NetworkBehaviour |
|||
{ |
|||
public void OnSelect() |
|||
{ |
|||
Destroy_ServerRpc(); |
|||
} |
|||
|
|||
[ServerRpc(RequireOwnership = false)] |
|||
private void Destroy_ServerRpc() |
|||
{ |
|||
// Actually destroying the symbol objects can cause garbage collection and other delays that might lead to desyncs.
|
|||
// Instead, just deactivate 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.
|
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 63adacb71a52dcb41be1952af26573d8 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: ed4ac679ca28aba4a91b2352f9484e80 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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