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138 行
4.1 KiB
138 行
4.1 KiB
using System;
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using JetBrains.Annotations;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace LobbyRelaySample.UI
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{
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/// <summary>
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/// When inside a lobby, this will show information about a player, whether local or remote.
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/// </summary>
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public class InLobbyUserUI : UIPanelBase
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{
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[SerializeField]
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TMP_Text m_DisplayNameText;
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[SerializeField]
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TMP_Text m_StatusText;
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[SerializeField]
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Image m_HostIcon;
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[SerializeField]
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Image m_EmoteImage;
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[SerializeField]
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Sprite[] m_EmoteIcons;
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[SerializeField]
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vivox.VivoxUserHandler m_vivoxUserHandler;
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public bool IsAssigned => UserId != null;
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public string UserId { get; set; }
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LocalPlayer m_localPlayer;
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public void SetUser(LocalPlayer myLocalPlayer)
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{
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Show();
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m_localPlayer = myLocalPlayer;
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SubscribeToPlayerUpdates();
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UserId = myLocalPlayer.ID.Value;
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m_vivoxUserHandler.SetId(UserId);
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}
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public void SubscribeToPlayerUpdates()
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{
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m_localPlayer.DisplayName.onChanged += SetDisplayName;
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m_localPlayer.UserStatus.onChanged += SetUserStatus;
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m_localPlayer.Emote.onChanged += SetEmote;
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m_localPlayer.IsHost.onChanged += SetIsHost;
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}
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public void UnsubscribeToPlayerUpdates()
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{
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m_localPlayer.DisplayName.onChanged -= SetDisplayName;
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m_localPlayer.UserStatus.onChanged -= SetUserStatus;
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m_localPlayer.Emote.onChanged -= SetEmote;
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m_localPlayer.IsHost.onChanged -= SetIsHost;
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}
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public void OnUserLeft()
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{
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UserId = null;
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Hide();
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UnsubscribeToPlayerUpdates();
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m_localPlayer = null;
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}
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void SetDisplayName(string displayName)
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{
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m_DisplayNameText.SetText(displayName);
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}
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void SetUserStatus(UserStatus statusText)
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{
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m_StatusText.SetText(SetStatusFancy(statusText));
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}
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void SetEmote(EmoteType emote)
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{
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m_EmoteImage.sprite = EmoteIcon(emote);
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}
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void SetIsHost(bool isHost)
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{
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m_HostIcon.enabled = isHost;
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}
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/// <summary>
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/// EmoteType to Icon Sprite
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/// m_EmoteIcon[0] = Smile
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/// m_EmoteIcon[1] = Frown
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/// m_EmoteIcon[2] = UnAmused
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/// m_EmoteIcon[3] = Tongue
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/// </summary>
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Sprite EmoteIcon(EmoteType type)
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{
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switch (type)
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{
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case EmoteType.None:
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m_EmoteImage.color = Color.clear;
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return null;
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case EmoteType.Smile:
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m_EmoteImage.color = Color.white;
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return m_EmoteIcons[0];
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case EmoteType.Frown:
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m_EmoteImage.color = Color.white;
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return m_EmoteIcons[1];
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case EmoteType.Unamused:
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m_EmoteImage.color = Color.white;
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return m_EmoteIcons[2];
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case EmoteType.Tongue:
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m_EmoteImage.color = Color.white;
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return m_EmoteIcons[3];
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default:
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return null;
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}
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}
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string SetStatusFancy(UserStatus status)
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{
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switch (status)
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{
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case UserStatus.Lobby:
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return "<color=#56B4E9>In Lobby</color>"; // Light Blue
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case UserStatus.Ready:
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return "<color=#009E73>Ready</color>"; // Light Mint
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case UserStatus.Connecting:
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return "<color=#F0E442>Connecting...</color>"; // Bright Yellow
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case UserStatus.InGame:
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return "<color=#005500>In Game</color>"; // Green
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default:
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return "";
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}
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}
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}
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}
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