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125 行
4.4 KiB
125 行
4.4 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Netcode;
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using UnityEngine.Events;
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namespace LobbyRelaySample.ngo
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{
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/// <summary>
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/// A place to store data needed by networked behaviors. Each client has an instance so they can retrieve data, but the server's instance stores the actual data.
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/// </summary>
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public class NetworkedDataStore : NetworkBehaviour
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{
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// Using a singleton here since we need spawned PlayerCursors to be able to find it, but we don't need the flexibility offered by the Locator.
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public static NetworkedDataStore Instance;
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Dictionary<ulong, PlayerData> m_playerData = new Dictionary<ulong, PlayerData>();
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ulong m_localId;
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// Clients will need to retrieve the host's player data since it isn't synchronized. During that process, they will supply these callbacks.
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// Since we use RPC calls to retrieve data, these callbacks need to be retained (since the scope of the method that the client calls to request
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// data will be left in order to make the server RPC call).
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Action<PlayerData> m_onGetCurrentCallback;
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UnityEvent<PlayerData> m_onEachPlayerCallback;
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public void Awake()
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{
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Instance = this;
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}
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public override void OnDestroy()
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{
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base.OnDestroy();
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if (Instance == this)
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Instance = null;
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}
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public override void OnNetworkSpawn()
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{
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m_localId = NetworkManager.Singleton.LocalClientId;
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}
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public void AddPlayer(ulong id, string name)
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{
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if (!IsServer)
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return;
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if (!m_playerData.ContainsKey(id))
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m_playerData.Add(id, new PlayerData(name, id, 0));
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else
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m_playerData[id] = new PlayerData(name, id, 0);
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}
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/// <returns>The updated score for the player matching the id after adding the delta, or int.MinValue otherwise.</returns>
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public int UpdateScore(ulong id, int delta)
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{
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if (!IsServer)
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return int.MinValue;
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if (m_playerData.ContainsKey(id))
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{
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m_playerData[id].score += delta;
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return m_playerData[id].score;
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}
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return int.MinValue;
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}
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/// <summary>
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/// Retrieve the data for all players in order from 1st to last place, calling onEachPlayer for each.
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/// </summary>
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public void GetAllPlayerData(UnityEvent<PlayerData> onEachPlayer)
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{
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m_onEachPlayerCallback = onEachPlayer;
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GetAllPlayerData_ServerRpc(m_localId);
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}
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[ServerRpc(RequireOwnership = false)]
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void GetAllPlayerData_ServerRpc(ulong callerId)
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{
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var sortedData = m_playerData.Select(kvp => kvp.Value).OrderByDescending(data => data.score);
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GetAllPlayerData_ClientRpc(callerId, sortedData.ToArray());
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}
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[ClientRpc]
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void GetAllPlayerData_ClientRpc(ulong callerId, PlayerData[] sortedData)
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{
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if (callerId != m_localId)
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return;
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int rank = 1;
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foreach (var data in sortedData)
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{
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m_onEachPlayerCallback.Invoke(data);
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rank++;
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}
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m_onEachPlayerCallback = null;
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}
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/// <summary>
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/// Retreive the data for one player, passing it to the onGet callback.
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/// </summary>
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public void GetPlayerData(ulong targetId, Action<PlayerData> onGet)
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{
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m_onGetCurrentCallback = onGet;
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GetPlayerData_ServerRpc(targetId, m_localId);
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}
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[ServerRpc(RequireOwnership = false)]
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void GetPlayerData_ServerRpc(ulong id, ulong callerId)
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{
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if (m_playerData.ContainsKey(id))
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GetPlayerData_ClientRpc(callerId, m_playerData[id]);
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else
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GetPlayerData_ClientRpc(callerId, new PlayerData(null, 0));
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}
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[ClientRpc]
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public void GetPlayerData_ClientRpc(ulong callerId, PlayerData data)
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{
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if (callerId == m_localId)
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{ m_onGetCurrentCallback?.Invoke(data);
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m_onGetCurrentCallback = null;
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}
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}
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}
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}
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