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118 行
3.0 KiB
118 行
3.0 KiB
using System;
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namespace LobbyRelaySample
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{
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/// <summary>
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/// Current state of the user in the lobby.
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/// Set as a flag to allow for the unity inspector to select multiples for various UI features.
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/// </summary>
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[Flags]
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public enum UserStatus
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{
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Lobby = 1, // Connected to lobby, not ready yet
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Ready = 4, // User clicked ready
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Connecting = 8, // User sent join request through relay
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Connected = 16, // User connected through relay
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Menu = 32, // User is in a menu, external to the lobby
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}
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/// <summary>
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/// Lobby Room Data for a player
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/// </summary>
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[Serializable]
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public class LobbyUser : Observed<LobbyUser>
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{
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public LobbyUser(bool isHost = false, string displayName = null, string id = null, string emote = null, string userStatus = null)
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{
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m_isHost = isHost;
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m_DisplayName = displayName;
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m_ID = id;
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m_Emote = emote;
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UserStatus status;
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if (!string.IsNullOrEmpty(userStatus) && Enum.TryParse(userStatus, out status))
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m_UserStatus = status;
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}
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bool m_isHost;
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public bool IsHost
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{
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get { return m_isHost; }
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set
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{
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if (m_isHost != value)
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{
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m_isHost = value;
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OnChanged(this);
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}
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}
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}
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string m_DisplayName = "";
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public string DisplayName
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{
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get => m_DisplayName;
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set
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{
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if (m_DisplayName != value)
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{
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m_DisplayName = value;
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OnChanged(this);
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}
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}
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}
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string m_Emote = "";
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public string Emote
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{
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get => m_Emote;
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set
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{
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if (m_Emote != value)
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{
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m_Emote = value;
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OnChanged(this);
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}
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}
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}
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string m_ID = "";
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public string ID
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{
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get => m_ID;
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set
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{
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if (m_ID != value)
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{
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m_ID = value;
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OnChanged(this);
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}
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}
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}
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UserStatus m_UserStatus = UserStatus.Menu;
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public UserStatus UserStatus
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{
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get => m_UserStatus;
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set
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{
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m_UserStatus = value;
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OnChanged(this);
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}
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}
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public override void CopyObserved(LobbyUser oldObserved)
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{
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m_DisplayName = oldObserved.m_DisplayName;
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m_Emote = oldObserved.m_Emote;
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m_ID = oldObserved.m_ID;
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m_isHost = oldObserved.m_isHost;
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m_UserStatus = oldObserved.m_UserStatus;
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OnChanged(this);
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}
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}
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}
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