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112 行
4.1 KiB
112 行
4.1 KiB
using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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namespace LobbyRelaySample.UI
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{
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/// <summary>
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/// Handles the list of LobbyButtons and ensures it stays synchronized with the lobby list from the service.
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/// </summary>
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public class JoinMenuUI : ObserverPanel<LobbyServiceData>
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{
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[SerializeField]
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LobbyButtonUI m_LobbyButtonPrefab;
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[SerializeField]
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TMP_InputField m_LobbyCodeField;
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[SerializeField]
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RectTransform m_LobbyButtonParent;
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/// <summary>
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/// Key: Lobby ID, Value Lobby UI
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/// </summary>
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Dictionary<string, LobbyButtonUI> m_LobbyButtons = new Dictionary<string, LobbyButtonUI>();
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Dictionary<string, LocalLobby> m_LocalLobby = new Dictionary<string, LocalLobby>();
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/// <summary>Contains some amount of information used to join an existing lobby.</summary>
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LobbyInfo m_LocalLobbySelected;
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public void LobbyButtonSelected(LocalLobby lobby)
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{
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m_LocalLobbySelected = lobby.Data;
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}
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public void OnJoinCodeInputFieldChanged(string newCode)
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{
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if (!string.IsNullOrEmpty(newCode))
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m_LocalLobbySelected = new LobbyInfo(newCode.ToUpper());
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}
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public void OnJoinButtonPressed()
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{
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Locator.Get.Messenger.OnReceiveMessage(MessageType.JoinLobbyRequest, m_LocalLobbySelected);
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}
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public void OnRefresh()
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{
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Locator.Get.Messenger.OnReceiveMessage(MessageType.QueryLobbies, null);
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}
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public override void ObservedUpdated(LobbyServiceData observed)
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{
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///Check for new entries, We take CurrentLobbies as the source of truth
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List<string> previousKeys = new List<string>(m_LobbyButtons.Keys);
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foreach (var codeLobby in observed.CurrentLobbies)
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{
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var lobbyCodeKey = codeLobby.Key;
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var lobbyData = codeLobby.Value;
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if (!m_LobbyButtons.ContainsKey(lobbyCodeKey))
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{
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if (CanDisplay(lobbyData))
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AddNewLobbyButton(lobbyCodeKey, lobbyData);
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}
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else
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{
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if (CanDisplay(lobbyData))
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UpdateLobbyButton(lobbyCodeKey, lobbyData);
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else
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RemoveLobbyButton(lobbyData);
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}
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previousKeys.Remove(lobbyCodeKey);
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}
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foreach (string key in previousKeys) // Need to remove any lobbies from the list that no longer exist.
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RemoveLobbyButton(m_LocalLobby[key]);
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}
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bool CanDisplay(LocalLobby lobby)
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{
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return lobby.Data.State == LobbyState.Lobby && !lobby.Private;
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}
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/// <summary>
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/// Instantiates UI element and initializes the observer with the LobbyData
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/// </summary>
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void AddNewLobbyButton(string lobbyCode, LocalLobby lobby)
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{
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var lobbyButtonInstance = Instantiate(m_LobbyButtonPrefab, m_LobbyButtonParent);
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lobbyButtonInstance.GetComponent<LocalLobbyObserver>().BeginObserving(lobby);
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lobby.onDestroyed += RemoveLobbyButton; // Set up to clean itself
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lobbyButtonInstance.onLobbyPressed.AddListener(LobbyButtonSelected);
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m_LobbyButtons.Add(lobbyCode, lobbyButtonInstance);
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m_LocalLobby.Add(lobbyCode, lobby);
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}
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void UpdateLobbyButton(string lobbyCode, LocalLobby lobby)
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{
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m_LobbyButtons[lobbyCode].UpdateLobby(lobby);
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}
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void RemoveLobbyButton(LocalLobby lobby)
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{
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var lobbyID = lobby.LobbyID;
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var lobbyButton = m_LobbyButtons[lobbyID];
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lobbyButton.GetComponent<LocalLobbyObserver>().EndObserving();
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m_LobbyButtons.Remove(lobbyID);
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m_LocalLobby.Remove(lobbyID);
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Destroy(lobbyButton.gameObject);
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}
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}
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}
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