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158 行
5.0 KiB

using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
namespace LobbyRelaySample.UI
{
/// <summary>
/// Handles the list of LobbyButtons and ensures it stays synchronized with the lobby list from the service.
/// </summary>
public class JoinMenuUI : UIPanelBase
{
[FormerlySerializedAs("m_LobbyButtonPrefab")]
[SerializeField]
LobbyEntryUI m_LobbyEntryPrefab;
[SerializeField]
RectTransform m_LobbyButtonParent;
[SerializeField]
TMP_InputField m_JoinCodeField;
public JoinCreateLobbyUI m_JoinCreateLobbyUI;
/// <summary>
/// Key: Lobby ID, Value Lobby UI
/// </summary>
Dictionary<string, LobbyEntryUI> m_LobbyButtons = new Dictionary<string, LobbyEntryUI>();
Dictionary<string, LocalLobby> m_LocalLobby = new Dictionary<string, LocalLobby>();
/// <summary>Contains some amount of information used to join an existing lobby.</summary>
LocalLobby m_LocalLobbySelected;
string m_InputLobbyCode;
public override void Start()
{
base.Start();
m_JoinCreateLobbyUI.m_OnTabChanged.AddListener(OnTabChanged);
Manager.LobbyList.onLobbyListChange += OnLobbyListChanged;
}
void OnDestroy()
{
if (Manager == null)
return;
Manager.LobbyList.onLobbyListChange -= OnLobbyListChanged;
}
void OnTabChanged(JoinCreateTabs tabState)
{
if (tabState == JoinCreateTabs.Join)
{
Show();
}
else
{
Hide();
}
}
public void LobbyButtonSelected(LocalLobby lobby)
{
m_LocalLobbySelected = lobby;
}
public void OnLobbyCodeInputFieldChanged(string newCode)
{
if (!string.IsNullOrEmpty(newCode))
m_InputLobbyCode = newCode.ToUpper();
}
public void OnJoinButtonPressed()
{
if (m_LocalLobbySelected == null)
return;
var selectedLobbyID = m_LocalLobbySelected.LobbyID.Value;
Manager.JoinLobby(selectedLobbyID, m_InputLobbyCode);
m_LocalLobbySelected = null;
}
public void OnRefresh()
{
Manager.QueryLobbies();
}
void OnLobbyListChanged(Dictionary<string, LocalLobby> lobbyList)
{
///Check for new entries, We take CurrentLobbies as the source of truth
List<string> previousKeys = new List<string>(m_LobbyButtons.Keys);
foreach (var codeLobby in lobbyList)
{
var lobbyCodeKey = codeLobby.Key;
var lobbyData = codeLobby.Value;
if (!m_LobbyButtons.ContainsKey(lobbyCodeKey))
{
if (CanDisplay(lobbyData))
AddNewLobbyButton(lobbyCodeKey, lobbyData);
}
else
{
if (CanDisplay(lobbyData))
SetLobbyButton(lobbyCodeKey, lobbyData);
else
RemoveLobbyButton(lobbyData);
}
previousKeys.Remove(lobbyCodeKey);
}
foreach (string key in previousKeys) // Need to remove any lobbies from the list that no longer exist.
RemoveLobbyButton(m_LocalLobby[key]);
}
public void JoinMenuChangedVisibility(bool show)
{
if (show)
{
m_JoinCodeField.text = "";
OnRefresh();
}
}
public void OnQuickJoin()
{
Manager.QuickJoin();
}
bool CanDisplay(LocalLobby lobby)
{
return lobby.LocalLobbyState.Value == LobbyState.Lobby && !lobby.Private.Value;
}
/// <summary>
/// Instantiates UI element and initializes the observer with the LobbyData
/// </summary>
void AddNewLobbyButton(string lobbyCode, LocalLobby lobby)
{
var lobbyButtonInstance = Instantiate(m_LobbyEntryPrefab, m_LobbyButtonParent);
lobbyButtonInstance.onLobbyPressed.AddListener(LobbyButtonSelected);
m_LobbyButtons.Add(lobbyCode, lobbyButtonInstance);
m_LocalLobby.Add(lobbyCode, lobby);
}
void SetLobbyButton(string lobbyCode, LocalLobby lobby)
{
m_LobbyButtons[lobbyCode].SetLobby(lobby);
}
void RemoveLobbyButton(LocalLobby lobby)
{
var lobbyID = lobby.LobbyID.Value;
var lobbyButton = m_LobbyButtons[lobbyID];
m_LobbyButtons.Remove(lobbyID);
m_LocalLobby.Remove(lobbyID);
Destroy(lobbyButton.gameObject);
}
}
}