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90 行
4.4 KiB
90 行
4.4 KiB
using System;
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using System.Collections.Generic;
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using Unity.Services.Lobbies.Models;
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namespace LobbyRelaySample.lobby
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{
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/// <summary>
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/// Convert the lobby resulting from a request into a LocalLobby for use in the game logic.
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/// </summary>
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public static class ToLocalLobby
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{
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/// <summary>
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/// Create a new LocalLobby from the content of a retrieved lobby. Its data can be copied into an existing LocalLobby for use.
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/// </summary>
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public static void Convert(Lobby lobby, LocalLobby outputToHere, LobbyUser existingLocalUser = null)
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{
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LobbyInfo info = new LobbyInfo
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{ LobbyID = lobby.Id,
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LobbyCode = lobby.LobbyCode,
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Private = lobby.IsPrivate,
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LobbyName = lobby.Name,
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MaxPlayerCount = lobby.MaxPlayers,
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RelayCode = lobby.Data?.ContainsKey("RelayCode") == true ? lobby.Data["RelayCode"].Value : null,
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State = lobby.Data?.ContainsKey("State") == true ? (LobbyState) int.Parse(lobby.Data["State"].Value) : LobbyState.Lobby,
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AllPlayersReadyTime = lobby.Data?.ContainsKey("AllPlayersReady") == true ? long.Parse(lobby.Data["AllPlayersReady"].Value) : (long?)null
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};
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Dictionary<string, LobbyUser> lobbyUsers = new Dictionary<string, LobbyUser>();
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foreach (var player in lobby.Players)
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{
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if (existingLocalUser != null && player.Id.Equals(existingLocalUser.ID))
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{
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existingLocalUser.IsHost = lobby.HostId.Equals(player.Id);
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existingLocalUser.DisplayName = player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : existingLocalUser.DisplayName;
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existingLocalUser.Emote = player.Data?.ContainsKey("Emote") == true ? (EmoteType) int.Parse(player.Data["Emote"].Value) : existingLocalUser.Emote;
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lobbyUsers.Add(existingLocalUser.ID, existingLocalUser);
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}
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else
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{
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LobbyUser user = new LobbyUser(
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displayName: player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : "NewPlayer",
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isHost: lobby.HostId.Equals(player.Id),
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id: player.Id,
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emote: player.Data?.ContainsKey("Emote") == true ? (EmoteType)int.Parse(player.Data["Emote"].Value) : EmoteType.None,
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userStatus: player.Data?.ContainsKey("UserStatus") == true ? player.Data["UserStatus"].Value : UserStatus.Lobby.ToString()
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);
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lobbyUsers.Add(user.ID, user);
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}
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}
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outputToHere.CopyObserved(info, lobbyUsers);
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}
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/// <summary>
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/// Create a list of new LocalLobby from the content of a retrieved lobby.
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/// </summary>
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public static List<LocalLobby> Convert(QueryResponse response)
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{
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List<LocalLobby> retLst = new List<LocalLobby>();
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foreach (var lobby in response.Results)
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retLst.Add(Convert(lobby));
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return retLst;
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}
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private static LocalLobby Convert(Lobby lobby)
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{
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LocalLobby data = new LocalLobby();
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Convert(lobby, data, null);
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return data;
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}
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public static Dictionary<string, string> RetrieveLobbyData(LocalLobby lobby)
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{
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Dictionary<string, string> data = new Dictionary<string, string>();
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data.Add("RelayCode", lobby.RelayCode);
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data.Add("State", ((int)lobby.State).ToString());
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// We only want the ArePlayersReadyTime to be set when we actually are ready for it, and it's null otherwise. So, don't set that here.
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return data;
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}
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public static Dictionary<string, string> RetrieveUserData(LobbyUser user)
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{
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Dictionary<string, string> data = new Dictionary<string, string>();
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if (user == null || string.IsNullOrEmpty(user.ID))
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return data;
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data.Add("DisplayName", user.DisplayName);
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data.Add("Emote", ((int)user.Emote).ToString());
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data.Add("UserStatus", user.UserStatus.ToString());
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return data;
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}
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}
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}
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