您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
89 行
4.4 KiB
89 行
4.4 KiB
using System.Collections.Generic;
|
|
using Unity.Services.Rooms.Models;
|
|
|
|
namespace LobbyRelaySample.Lobby
|
|
{
|
|
/// <summary>
|
|
/// Convert the Room resulting from a Rooms request into a LobbyData for use in the game logic.
|
|
/// </summary>
|
|
public static class ToLobbyData
|
|
{
|
|
/// <summary>
|
|
/// Create a new LobbyData from the content of a retrieved Room. Its data can be copied into an existing LobbyData for use.
|
|
/// </summary>
|
|
public static void Convert(Room room, LobbyData outputToHere, LobbyUser existingLocalUser = null)
|
|
{
|
|
LobbyInfo info = new LobbyInfo
|
|
{ RoomID = room.Id,
|
|
RoomCode = room.RoomCode,
|
|
Private = room.IsPrivate,
|
|
LobbyName = room.Name,
|
|
MaxPlayerCount = room.MaxPlayers,
|
|
RelayCode = room.Data?.ContainsKey("RelayCode") == true ? room.Data["RelayCode"].Value : null,
|
|
State = room.Data?.ContainsKey("State") == true ? (LobbyState) int.Parse(room.Data["State"].Value) : LobbyState.Lobby,
|
|
AllPlayersReadyTime = room.Data?.ContainsKey("AllPlayersReady") == true ? long.Parse(room.Data["AllPlayersReady"].Value) : (long?)null
|
|
};
|
|
Dictionary<string, LobbyUser> roomUsers = new Dictionary<string, LobbyUser>();
|
|
foreach (var player in room.Players)
|
|
{
|
|
if (existingLocalUser != null && player.Id.Equals(existingLocalUser.ID))
|
|
{
|
|
existingLocalUser.IsHost = room.HostId.Equals(player.Id);
|
|
existingLocalUser.DisplayName = player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : existingLocalUser.DisplayName;
|
|
existingLocalUser.Emote = player.Data?.ContainsKey("Emote") == true ? player.Data["Emote"].Value : existingLocalUser.Emote;
|
|
roomUsers.Add(existingLocalUser.ID, existingLocalUser);
|
|
}
|
|
else
|
|
{
|
|
LobbyUser user = new LobbyUser(
|
|
displayName: player.Data?.ContainsKey("DisplayName") == true ? player.Data["DisplayName"].Value : "NewPlayer",
|
|
isHost: room.HostId.Equals(player.Id),
|
|
id: player.Id,
|
|
emote: player.Data?.ContainsKey("Emote") == true ? player.Data["Emote"].Value : null,
|
|
userStatus: player.Data?.ContainsKey("UserStatus") == true ? player.Data["UserStatus"].Value : UserStatus.Lobby.ToString()
|
|
);
|
|
roomUsers.Add(user.ID, user);
|
|
}
|
|
}
|
|
|
|
outputToHere.CopyObserved(info, roomUsers);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a list of new LobbyData from the content of a retrieved Room.
|
|
/// </summary>
|
|
public static List<LobbyData> Convert(QueryResponse response)
|
|
{
|
|
List<LobbyData> retLst = new List<LobbyData>();
|
|
foreach (var room in response.Results)
|
|
retLst.Add(Convert(room));
|
|
return retLst;
|
|
}
|
|
private static LobbyData Convert(Room room)
|
|
{
|
|
LobbyData data = new LobbyData();
|
|
Convert(room, data, null);
|
|
return data;
|
|
}
|
|
|
|
public static Dictionary<string, string> RetrieveRoomData(LobbyData room)
|
|
{
|
|
Dictionary<string, string> data = new Dictionary<string, string>();
|
|
data.Add("RelayCode", room.RelayCode);
|
|
data.Add("State", ((int)room.State).ToString());
|
|
// 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.
|
|
return data;
|
|
}
|
|
|
|
public static Dictionary<string, string> RetrieveUserData(LobbyUser user)
|
|
{
|
|
Dictionary<string, string> data = new Dictionary<string, string>();
|
|
if (user == null || string.IsNullOrEmpty(user.ID))
|
|
return data;
|
|
data.Add("DisplayName", user.DisplayName);
|
|
data.Add("Emote", user.Emote); // Emote could be null, which is fine.
|
|
data.Add("UserStatus", user.UserStatus.ToString());
|
|
return data;
|
|
}
|
|
}
|
|
}
|