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using System;
using Unity.Services.Lobbies.Models;
using UnityEngine;
namespace LobbyRelaySample
{
/// <summary>
/// Current state of the user in the lobby.
/// This is a Flags enum to allow for the Inspector to select multiples for various UI features.
/// </summary>
[Flags]
public enum UserStatus
{
None = 0,
Connecting = 1, // User has joined a lobby but has not yet connected to Relay.
Lobby = 2, // User is in a lobby and connected to Relay.
Ready = 4, // User has selected the ready button, to ready for the "game" to start.
InGame = 8, // User is part of a "game" that has started.
Menu = 16 // User is not in a lobby, in one of the main menus.
}
/// <summary>
/// Data for a local player instance. This will update data and is observed to know when to push local player changes to the entire lobby.
/// </summary>
[Serializable]
public class LocalPlayer : Observed<LocalPlayer>
{
public CallbackValue<bool> IsHost = new CallbackValue<bool>();
public CallbackValue<string> DisplayName = new CallbackValue<string>();
public CallbackValue<EmoteType> Emote = new CallbackValue<EmoteType>();
public CallbackValue<UserStatus> UserStatus = new CallbackValue<UserStatus>();
public CallbackValue<string> ID = new CallbackValue<string>();
public LocalPlayer(string id, bool isHost, string displayName,
EmoteType emote = default, UserStatus status = default)
{
IsHost.Value = isHost;
DisplayName.Value = displayName;
Emote.Value = emote;
UserStatus.Value = status;
ID.Value = id;
}
public void ResetState()
{
IsHost.Value = false;
Emote.Value = EmoteType.None;
UserStatus.Value = LobbyRelaySample.UserStatus.Menu;
}
public override void CopyObserved(LocalPlayer observed)
{
OnChanged(this);
}
}
}