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69 行
2.7 KiB
69 行
2.7 KiB
using UnityEngine;
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using UnityEngine.UI;
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namespace LobbyRelaySample.UI
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{
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public class LobbyUserVolumeUI : MonoBehaviour
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{
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[SerializeField]
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private UIPanelBase m_volumeSliderContainer;
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[SerializeField]
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private UIPanelBase m_muteToggleContainer;
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[SerializeField]
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[Tooltip("This is shown for other players, to mute them.")]
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private GameObject m_muteIcon;
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[SerializeField]
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[Tooltip("This is shown for the local player, to make it clearer that they are muting themselves.")]
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private GameObject m_micMuteIcon;
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public bool IsLocalPlayer { private get; set; }
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[SerializeField]
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private Slider m_volumeSlider;
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[SerializeField]
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private Toggle m_muteToggle;
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/// <param name="shouldResetUi">
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/// When the user is being added, we want the UI to reset to the default values.
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/// (We don't do this if the user is already in the lobby so that the previous values are retained. E.g. If they're too loud and volume was lowered, keep it lowered on reenable.)
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/// </param>
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public void EnableVoice(bool shouldResetUi)
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{
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if (shouldResetUi)
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{ m_volumeSlider.SetValueWithoutNotify(vivox.VivoxUserHandler.NormalizedVolumeDefault);
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m_muteToggle.SetIsOnWithoutNotify(false);
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}
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if (IsLocalPlayer)
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{
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m_volumeSliderContainer.Hide(0);
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m_muteToggleContainer.Show();
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m_muteIcon.SetActive(false);
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m_micMuteIcon.SetActive(true);
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}
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else
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{
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m_volumeSliderContainer.Show();
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m_muteToggleContainer.Show();
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m_muteIcon.SetActive(true);
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m_micMuteIcon.SetActive(false);
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}
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}
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/// <param name="shouldResetUi">
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/// When the user leaves the lobby (but not if they just lose voice access for some reason, e.g. device disconnect), reset state to the default values.
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/// (We can't just do this during Enable since it could cause Vivox to have a state conflict during participant add.)
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/// </param>
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public void DisableVoice(bool shouldResetUi)
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{
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if (shouldResetUi)
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{ m_volumeSlider.value = vivox.VivoxUserHandler.NormalizedVolumeDefault;
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m_muteToggle.isOn = false;
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}
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m_volumeSliderContainer.Hide(0.4f);
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m_muteToggleContainer.Hide(0.4f);
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m_muteIcon.SetActive(true);
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m_micMuteIcon.SetActive(false);
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}
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}
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}
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