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taking merge 2

/main
David Woodruff 4 年前
当前提交
d121afca
共有 53 个文件被更改,包括 1545 次插入745 次删除
  1. 585
      Assets/BossRoom/Scenes/SampleScene.unity
  2. 61
      Assets/Scenes/MainMenu.unity
  3. 6
      Assets/Scripts/Client/Net/ClientGNHLogic.cs
  4. 5
      Assets/Scripts/Client/UI/MainMenuUI.cs
  5. 9
      Assets/Scripts/Server/Net/ServerGNHLogic.cs
  6. 20
      Assets/Scripts/Shared/Net/GameNetHub.cs
  7. 3
      ProjectSettings/EditorBuildSettings.asset
  8. 2
      Assets/Scripts/Client/Game/State/ClientBossRoomState.cs.meta
  9. 2
      Assets/Scripts/Client/Game/State/ClientCharSelectState.cs.meta
  10. 2
      Assets/Scripts/Client/Game/State/ClientMainMenuState.cs.meta
  11. 2
      Assets/Scripts/Server/Game/State/ServerBossRoomState.cs.meta
  12. 2
      Assets/Scripts/Server/Game/State/ServerCharSelectState.cs.meta
  13. 2
      Assets/Scripts/Shared/Game/State/CharSelectData.cs.meta
  14. 2
      Assets/Scripts/Shared/Game/State/GameStateBehaviour.cs.meta
  15. 8
      Assets/Prefabs/State.meta
  16. 634
      Assets/Scenes/CharSelect.unity
  17. 7
      Assets/Scenes/CharSelect.unity.meta
  18. 8
      Assets/Scripts/Client/Game/State.meta
  19. 8
      Assets/Scripts/Server/Game/State.meta
  20. 8
      Assets/Scripts/Shared/Game/State.meta
  21. 76
      Assets/Prefabs/State/BossRoomState.prefab
  22. 7
      Assets/Prefabs/State/BossRoomState.prefab.meta
  23. 89
      Assets/Prefabs/State/CharSelectState.prefab
  24. 7
      Assets/Prefabs/State/CharSelectState.prefab.meta
  25. 30
      Assets/Scripts/Client/Game/State/ClientBossRoomState.cs
  26. 29
      Assets/Scripts/Client/Game/State/ClientCharSelectState.cs
  27. 29
      Assets/Scripts/Client/Game/State/ClientMainMenuState.cs
  28. 28
      Assets/Scripts/Server/Game/State/ServerBossRoomState.cs
  29. 42
      Assets/Scripts/Server/Game/State/ServerCharSelectState.cs
  30. 38
      Assets/Scripts/Shared/Game/State/CharSelectData.cs
  31. 101
      Assets/Scripts/Shared/Game/State/GameStateBehaviour.cs
  32. 31
      Assets/Scripts/Client/Game/ClientCharSelectBRState.cs
  33. 28
      Assets/Scripts/Client/Game/ClientGameBRState.cs
  34. 37
      Assets/Scripts/Client/Game/ClientMainMenuBRState.cs
  35. 31
      Assets/Scripts/Server/Game/ServerCharSelectBRState.cs
  36. 33
      Assets/Scripts/Server/Game/ServerGameBRState.cs
  37. 152
      Assets/Scripts/Shared/Game/BossRoomStateManager.cs
  38. 35
      Assets/Scripts/Shared/Game/CharSelectBRState.cs
  39. 11
      Assets/Scripts/Shared/Game/GameBRState.cs.meta
  40. 33
      Assets/Scripts/Shared/Game/IBossRoomState.cs
  41. 11
      Assets/Scripts/Shared/Game/IBossRoomState.cs.meta
  42. 36
      Assets/Scripts/Shared/Game/GameBRState.cs
  43. 0
      /Assets/Scripts/Client/Game/State/ClientBossRoomState.cs.meta
  44. 0
      /Assets/Scripts/Client/Game/State/ClientCharSelectState.cs.meta
  45. 0
      /Assets/Scripts/Client/Game/State/ClientMainMenuState.cs.meta
  46. 0
      /Assets/Scripts/Server/Game/State/ServerBossRoomState.cs.meta
  47. 0
      /Assets/Scripts/Server/Game/State/ServerCharSelectState.cs.meta
  48. 0
      /Assets/Scripts/Shared/Game/State/CharSelectData.cs.meta
  49. 0
      /Assets/Scripts/Shared/Game/State/GameStateBehaviour.cs.meta

585
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Assets/Scripts/Client/Net/ClientGNHLogic.cs


using BossRoom;
namespace BossRoomClient
namespace BossRoom.Client
{
/// <summary>
/// Client logic for the GameNetHub. Contains implementations for all of GameNetHub's S2C RPCs.

m_hub = hub;
}
public void RecvConnectFinished( ConnectStatus status, BossRoomState targetState )
public void RecvConnectFinished( ConnectStatus status )
m_hub.GetComponent<BossRoomStateManager>().ChangeState(targetState, null);
//m_hub.GetComponent<BossRoomStateManager>().ChangeState(targetState, null);
}

5
Assets/Scripts/Client/UI/MainMenuUI.cs


using System.Collections.Generic;
using UnityEngine;
namespace BossRoomViz
namespace BossRoom.Viz
{
/// <summary>
/// Provides backing logic for all of the UI that runs in the MainMenu stage.

public void OnHostClicked()
{
Debug.Log("Host Clicked");
GetIPAddress();
m_netHub.StartHost(GetIPAddress(), 9998);

{
Debug.Log("Connect Clicked");
m_netHub.StartClient(GetIPAddress(), 9998);
}
}

9
Assets/Scripts/Server/Net/ServerGNHLogic.cs


using BossRoom;
namespace BossRoomServer
namespace BossRoom.Server
{
/// <summary>
/// Server logic plugin for the GameNetHub. Contains implementations for all GameNetHub's C2S RPCs.

{
m_Hub = hub;
m_Hub.NetManager.ConnectionApprovalCallback += this.ApprovalCheck;
//The "BossRoom" server always advances to CharSelect immediately on start. Different games
//may do this differently.
MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("CharSelect");
}
/// <summary>

}
//TODO: GOMPS-78. We'll need to save our client guid so that we can handle reconnect.
Debug.Log("host ApprovalCheck: client payload was: " + payload);
Debug.Log("host ApprovalCheck: client guid was: " + payload_config["client_guid"]);

//FIXME_DMW: it is weird to do this after the callback, but the custom message won't be delivered if we call it beforehand.
//This creates an "honor system" scenario where it is up to the client to politely leave on failure. Probably
//we should add a NetManager.DisconnectClient call directly below this line, when we are rejecting the connection.
m_Hub.S2C_ConnectResult(clientId, ConnectStatus.SUCCESS, BossRoomState.CHARSELECT);
m_Hub.S2C_ConnectResult(clientId, ConnectStatus.SUCCESS );
}
}

20
Assets/Scripts/Shared/Net/GameNetHub.cs


{
public GameObject NetworkingManagerGO;
private BossRoomClient.ClientGNHLogic m_ClientLogic;
private BossRoomServer.ServerGNHLogic m_ServerLogic;
private BossRoom.Client.ClientGNHLogic m_ClientLogic;
private BossRoom.Server.ServerGNHLogic m_ServerLogic;
public MLAPI.NetworkingManager NetManager { get; private set; }

using (PooledBitReader reader = PooledBitReader.Get(stream))
{
ConnectStatus status = (ConnectStatus)reader.ReadInt32();
BossRoomState state = (BossRoomState)reader.ReadInt32();
m_ClientLogic.RecvConnectFinished(status, state);
m_ClientLogic.RecvConnectFinished(status );
}
});
}

{
if (NetManager.IsClient)
{
m_ClientLogic = new BossRoomClient.ClientGNHLogic(this);
m_ClientLogic = new BossRoom.Client.ClientGNHLogic(this);
m_ServerLogic = new BossRoomServer.ServerGNHLogic(this);
m_ServerLogic = new BossRoom.Server.ServerGNHLogic(this);
RegisterServerMessageHandlers();
}
if( NetManager.IsHost )

m_ClientLogic.RecvConnectFinished(ConnectStatus.SUCCESS, BossRoomState.CHARSELECT);
m_ClientLogic.RecvConnectFinished(ConnectStatus.SUCCESS );
}
}

/// <param name="port">The port of the host to connect to. </param>
public void StartClient(string ipaddress, int port)
{
BossRoomClient.ClientGNHLogic.StartClient(this, ipaddress, port);
BossRoom.Client.ClientGNHLogic.StartClient(this, ipaddress, port);
}
/// <summary>

/// <param name="port">The port we should listen on. </param>
public void StartHost(string ipaddress, int port )
{
BossRoomServer.ServerGNHLogic.StartHost(this, ipaddress, port);
BossRoom.Server.ServerGNHLogic.StartHost(this, ipaddress, port);
public void S2C_ConnectResult( ulong netId, ConnectStatus status, BossRoomState targetState )
public void S2C_ConnectResult( ulong netId, ConnectStatus status )
{
using (PooledBitStream stream = PooledBitStream.Get())
{

writer.WriteInt32((int)targetState);
MLAPI.Messaging.CustomMessagingManager.SendNamedMessage("S2C_ConnectResult", netId, stream, "MLAPI_INTERNAL");
}
}

3
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