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68 行
2.3 KiB
68 行
2.3 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Utilities;
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namespace LobbyRooms
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{
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/// <summary>
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/// On the host, this will watch for all players to ready, and once they have, it will prepare for a synchronized countdown.
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/// </summary>
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public class LobbyReadyCheck : IDisposable
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{
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Action<bool> m_OnReadyCheckComplete;
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float m_ReadyTime = 5;
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public LobbyReadyCheck(Action<bool> onReadyCheckComplete = null, float readyTime = 5)
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{
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m_OnReadyCheckComplete = onReadyCheckComplete;
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m_ReadyTime = readyTime;
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}
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public void BeginCheckingForReady()
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{
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Locator.Get.UpdateSlow.Subscribe(OnUpdate);
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}
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public void EndCheckingForReady()
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{
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Locator.Get.UpdateSlow.Unsubscribe(OnUpdate);
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}
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/// <summary>
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/// Checks the lobby to see if we have all Readied up. If so, send out a message with the target time at which to end a countdown.
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/// </summary>
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void OnUpdate(float dt)
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{
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var room = RoomsQuery.Instance.CurrentRoom;
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if (room == null || room.Players.Count == 0)
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return;
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int readyCount = room.Players.Count((p) =>
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{
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if (p.Data?.ContainsKey("UserStatus") != true) // Needs to be "!= true" to handle null properly.
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return false;
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UserStatus status;
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if (Enum.TryParse(p.Data["UserStatus"].Value, out status))
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return status == UserStatus.Ready;
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return false;
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});
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if (readyCount == room.Players.Count)
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{
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Dictionary<string, string> data = new Dictionary<string, string>();
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DateTime targetTime = DateTime.Now.AddSeconds(m_ReadyTime);
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data.Add("AllPlayersReady", targetTime.Ticks.ToString());
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RoomsQuery.Instance.UpdateRoomDataAsync(data, null);
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EndCheckingForReady(); // TODO: We'll need to restart checking once we end the relay sequence and return to the room.
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}
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}
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public void Dispose()
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{
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EndCheckingForReady();
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}
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}
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}
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