using System; using JetBrains.Annotations; using TMPro; using UnityEngine; using UnityEngine.UI; namespace LobbyRelaySample.UI { /// /// When inside a lobby, this will show information about a player, whether local or remote. /// [RequireComponent(typeof(LobbyUserObserver))] public class InLobbyUserUI : ObserverPanel { [SerializeField] TMP_Text m_DisplayNameText; [SerializeField] TMP_Text m_StatusText; [SerializeField] Image m_HostIcon; [SerializeField] Image m_EmoteImage; [SerializeField] Sprite[] m_EmoteIcons; [SerializeField] vivox.VivoxUserHandler m_vivoxUserHandler; public bool IsAssigned => UserId != null; public string UserId { get; private set; } private LobbyUserObserver m_observer; public void SetUser(LobbyUser myLobbyUser) { Show(); if (m_observer == null) m_observer = GetComponent(); m_observer.BeginObserving(myLobbyUser); UserId = myLobbyUser.ID; m_vivoxUserHandler.SetId(UserId); } public void OnUserLeft() { UserId = null; Hide(); m_observer.EndObserving(); } public override void ObservedUpdated(LobbyUser observed) { m_DisplayNameText.SetText(observed.DisplayName); m_StatusText.SetText(SetStatusFancy(observed.UserStatus)); m_EmoteImage.sprite = EmoteIcon(observed.Emote); m_HostIcon.enabled = observed.IsHost; } /// /// EmoteType to Icon Sprite /// m_EmoteIcon[0] = Smile /// m_EmoteIcon[1] = Frown /// m_EmoteIcon[2] = UnAmused /// m_EmoteIcon[3] = Tongue /// Sprite EmoteIcon(EmoteType type) { switch (type) { case EmoteType.None: m_EmoteImage.color = Color.clear; return null; case EmoteType.Smile: m_EmoteImage.color = Color.white; return m_EmoteIcons[0]; case EmoteType.Frown: m_EmoteImage.color = Color.white; return m_EmoteIcons[1]; case EmoteType.Unamused: m_EmoteImage.color = Color.white; return m_EmoteIcons[2]; case EmoteType.Tongue: m_EmoteImage.color = Color.white; return m_EmoteIcons[3]; default: return null; } } string SetStatusFancy(UserStatus status) { switch (status) { case UserStatus.Lobby: return "In Lobby"; // Light Blue case UserStatus.Ready: return "Ready"; // Light Mint case UserStatus.Connecting: return "Connecting..."; // Bright Yellow case UserStatus.InGame: return "In Game"; // Green default: return ""; } } } }