using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
namespace LobbyRelaySample
{
[Flags] // Some UI elements will want to specify multiple states in which to be active, so this is Flags.
public enum LobbyState
{
Lobby = 1,
CountDown = 2,
InGame = 4
}
public enum LobbyColor
{
None = 0,
Orange = 1,
Green = 2,
Blue = 3
}
///
/// A local wrapper around a lobby's remote data, with additional functionality for providing that data to UI elements and tracking local player objects.
/// (The way that the Lobby service handles its data doesn't necessarily match our needs, so we need to map from that to this LocalLobby for use in the sample code.)
///
[System.Serializable]
public class LocalLobby
{
public Action onUserJoined;
public Action onUserLeft;
public Action onUserReadyChange;
public CallbackValue LobbyID = new CallbackValue();
public CallbackValue LobbyCode = new CallbackValue();
public CallbackValue RelayCode = new CallbackValue();
public CallbackValue RelayServer = new CallbackValue();
public CallbackValue LobbyName = new CallbackValue();
public CallbackValue HostID = new CallbackValue();
public CallbackValue LocalLobbyState = new CallbackValue();
public CallbackValue Locked = new CallbackValue();
public CallbackValue Private = new CallbackValue();
public CallbackValue AvailableSlots = new CallbackValue();
public CallbackValue MaxPlayerCount = new CallbackValue();
public CallbackValue LocalLobbyColor = new CallbackValue();
public CallbackValue LastUpdated = new CallbackValue();
public int PlayerCount => m_LocalPlayers.Count;
ServerAddress m_RelayServer;
public List LocalPlayers => m_LocalPlayers;
List m_LocalPlayers = new List();
public void ResetLobby()
{
m_LocalPlayers.Clear();
LobbyName.Value = "";
LobbyID.Value = "";
LobbyCode.Value = "";
Locked.Value = false;
Private.Value = false;
LocalLobbyColor.Value = LobbyRelaySample.LobbyColor.None;
AvailableSlots.Value = 4;
MaxPlayerCount.Value = 4;
onUserJoined = null;
onUserLeft = null;
}
public LocalLobby()
{
LastUpdated.Value = DateTime.Now.ToFileTimeUtc();
}
public LocalPlayer GetLocalPlayer(int index)
{
return PlayerCount > index ? m_LocalPlayers[index] : null;
}
public void AddPlayer(int index, LocalPlayer user)
{
m_LocalPlayers.Insert(index, user);
user.UserStatus.onChanged += OnUserChangedStatus;
onUserJoined?.Invoke(user);
Debug.Log($"Added User: {user.DisplayName.Value} - {user.ID.Value} to slot {index + 1}/{PlayerCount}");
}
public void RemovePlayer(int playerIndex)
{
m_LocalPlayers[playerIndex].UserStatus.onChanged -= OnUserChangedStatus;
m_LocalPlayers.RemoveAt(playerIndex);
onUserLeft?.Invoke(playerIndex);
}
void OnUserChangedStatus(PlayerStatus status)
{
int readyCount = 0;
foreach (var player in m_LocalPlayers)
{
if (player.UserStatus.Value == PlayerStatus.Ready)
readyCount++;
}
onUserReadyChange?.Invoke(readyCount);
}
public override string ToString()
{
StringBuilder sb = new StringBuilder("Lobby : ");
sb.AppendLine(LobbyName.Value);
sb.Append("ID: ");
sb.AppendLine(LobbyID.Value);
sb.Append("Code: ");
sb.AppendLine(LobbyCode.Value);
sb.Append("Locked: ");
sb.AppendLine(Locked.Value.ToString());
sb.Append("Private: ");
sb.AppendLine(Private.Value.ToString());
sb.Append("AvailableSlots: ");
sb.AppendLine(AvailableSlots.Value.ToString());
sb.Append("Max Players: ");
sb.AppendLine(MaxPlayerCount.Value.ToString());
sb.Append("LocalLobbyState: ");
sb.AppendLine(LocalLobbyState.Value.ToString());
sb.Append("Lobby LocalLobbyState Last Edit: ");
sb.AppendLine(new DateTime(LastUpdated.Value).ToString());
sb.Append("LocalLobbyColor: ");
sb.AppendLine(LocalLobbyColor.Value.ToString());
sb.Append("RelayCode: ");
sb.AppendLine(RelayCode.Value);
return sb.ToString();
}
}
}