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60 行
2.1 KiB
60 行
2.1 KiB
using System.Collections.Generic;
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using UnityEngine;
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namespace LobbyRelaySample.UI
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{
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/// <summary>
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/// Contains the InLobbyUserUI instances while showing the UI for a lobby.
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/// </summary>
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[RequireComponent(typeof(LocalLobbyObserver))]
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public class InLobbyUserList : ObserverPanel<LocalLobby>
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{
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[SerializeField]
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List<InLobbyUserUI> m_UserUIObjects = new List<InLobbyUserUI>();
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List<string> m_CurrentUsers = new List<string>(); // Just for keeping track more easily of which users are already displayed.
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/// <summary>
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/// When the observed data updates, we need to detect changes to the list of players.
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/// </summary>
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public override void ObservedUpdated(LocalLobby observed)
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{
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for (int id = m_CurrentUsers.Count - 1; id >= 0; id--) // We might remove users if they aren't in the new data, so iterate backwards.
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{
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string userId = m_CurrentUsers[id];
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if (!observed.LobbyUsers.ContainsKey(userId))
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{
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foreach (var ui in m_UserUIObjects)
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{
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if (ui.UserId == userId)
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{
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ui.OnUserLeft();
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OnUserLeft(userId);
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}
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}
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}
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}
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foreach (var lobbyUserKvp in observed.LobbyUsers) // If there are new players, we need to hook them into the UI.
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{
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if (m_CurrentUsers.Contains(lobbyUserKvp.Key))
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continue;
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m_CurrentUsers.Add(lobbyUserKvp.Key);
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foreach (var pcu in m_UserUIObjects)
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{
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if (pcu.IsAssigned)
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continue;
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pcu.SetUser(lobbyUserKvp.Value);
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break;
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}
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}
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}
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void OnUserLeft(string userID)
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{
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if (!m_CurrentUsers.Contains(userID))
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return;
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m_CurrentUsers.Remove(userID);
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}
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}
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}
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