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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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Assets/Scripts/Client/Game/State/ClientBossRoomState.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BossRoom;
namespace BossRoom.Client
{
/// <summary>
/// Client specialization of core BossRoom game logic.
/// </summary>
public class ClientBossRoomState : GameStateBehaviour
{
public override GameState ActiveState { get { return GameState.BOSSROOM; } }
public override void NetworkStart()
{
base.NetworkStart();
if( !IsClient ) { this.enabled = false; }
}
// Update is called once per frame
void Update()
{
}
}
}

29
Assets/Scripts/Client/Game/State/ClientCharSelectState.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BossRoom;
namespace BossRoom.Client
{
/// <summary>
/// Client specialization of the Character Select game state.
/// </summary>
[RequireComponent(typeof(CharSelectData))]
public class ClientCharSelectState : GameStateBehaviour
{
public override GameState ActiveState { get { return GameState.CHARSELECT; } }
public override void NetworkStart()
{
base.NetworkStart();
if (!IsClient) { this.enabled = false; }
}
// Update is called once per frame
void Update()
{
}
}
}

29
Assets/Scripts/Client/Game/State/ClientMainMenuState.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BossRoom;
namespace BossRoom.Client
{
/// <summary>
/// Game Logic that runs when sitting at the MainMenu. This is likely to be "nothing", as no game has been started. But it is
/// nonetheless important to have a game state, as the GameStateBehaviour system requires that all scenes have states.
/// </summary>
public class ClientMainMenuState : GameStateBehaviour
{
public override GameState ActiveState { get { return GameState.MAINMENU; } }
public override void NetworkStart()
{
//note: this code won't ever run, because there is no network connection at the main menu screen.
//fortunately we know you are a client, because all players are clients when sitting at the main menu screen.
}
// Update is called once per frame
void Update()
{
}
}
}

28
Assets/Scripts/Server/Game/State/ServerBossRoomState.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BossRoom;
namespace BossRoom.Server
{
/// <summary>
/// Server specialization of core BossRoom game logic.
/// </summary>
public class ServerBossRoomState : GameStateBehaviour
{
public override GameState ActiveState { get { return GameState.BOSSROOM; } }
public override void NetworkStart()
{
base.NetworkStart();
if (!IsServer) { this.enabled = false; }
}
// Update is called once per frame
void Update()
{
}
}
}

42
Assets/Scripts/Server/Game/State/ServerCharSelectState.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BossRoom;
namespace BossRoom.Server
{
/// <summary>
/// Server specialization of Character Select game state.
/// </summary>
[RequireComponent(typeof(CharSelectData))]
public class ServerCharSelectState : GameStateBehaviour
{
public override GameState ActiveState { get { return GameState.CHARSELECT; } }
//TODO: GOMPS-83. Remove this temp variable and replace with core CharSelect logic.
private float m_start_s; //TEMP. manages transition.
public override void NetworkStart()
{
base.NetworkStart();
if (!IsServer) { this.enabled = false; }
m_start_s = Time.time;
}
// Update is called once per frame
void Update()
{
if( (Time.time - m_start_s) > 3 )
{
//temp: we don't have any logic or anything in CharSelect, so for now we just skip on to the next scene.
MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("SampleScene");
}
}
}
}

38
Assets/Scripts/Shared/Game/State/CharSelectData.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI;
namespace BossRoom
{
/// <summary>
/// Common data and RPCs for the CharSelect stage.
/// </summary>
public class CharSelectData : NetworkedBehaviour
{
//TODO: GOMPS-83. implement the true synced array for CharacterSlots. There should be 8, and some can be null.
//They can probably just be strings for now.
private MLAPI.NetworkedVar.Collections.NetworkedList<string> CharSlots;
// Start is called before the first frame update
void Start()
{
}
public override void NetworkStart()
{
base.NetworkStart();
CharSlots = new MLAPI.NetworkedVar.Collections.NetworkedList<string>();
}
// Update is called once per frame
void Update()
{
}
}
}

101
Assets/Scripts/Shared/Game/State/GameStateBehaviour.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI;
namespace BossRoom
{
public enum GameState
{
MAINMENU,
CHARSELECT,
BOSSROOM,
}
/// <summary>
/// A special kind of NetworkedBehaviour that represents a discrete game state. The special feature it offers is
/// that it provides some guarantees that only one such GameState will be running at a time.
/// </summary>
/// <remarks>
/// Q: what is the relationship between a GameState and a Scene?
/// A: There is a 1-to-many relationship between states and scenes. That is, every scene corresponds to exactly one state,
/// but a single state can exist in multiple scenes.
/// Q: How do state transitions happen?
/// A: They are driven implicitly by calling MLAPI.SceneManagement.NetworkSceneManager.SwitchScene in server code. This is
/// important, because if state transitions were driven separately from scene transitions, then states that cared what
/// scene they ran in would need to carefully synchronize their logic to scene loads.
/// Q: How many GameStateBehaviours are there?
/// A: Exactly one on the server and one on the client (on the host a server and client GameStateBehaviour will run concurrently, as
/// with other networked prefabs).
/// Q: If these are MonoBehaviours, how do you have a single state that persists across multiple scenes?
/// A: Set your Persists property to true. If you transition to another scene that has the same gamestate, the
/// current GameState object will live on, and the version in the new scene will suicide to make room for it.
///
/// Important Note: We assume that every Scene has a GameState object. If not, then it's possible that a Persisting game state
/// will outlast its lifetime (as there is no successor state to clean it up).
/// </remarks>
public abstract class GameStateBehaviour : NetworkedBehaviour
{
/// <summary>
/// Does this GameState persist across multiple scenes?
/// </summary>
public virtual bool Persists { get { return false; } }
/// <summary>
/// What GameState this represents. Server and client specializations of a state should always return the same enum.
/// </summary>
public abstract GameState ActiveState {get; }
/// <summary>
/// This is the single active GameState object. There can be only one.
/// </summary>
private static GameObject s_activeStateGO;
// Start is called before the first frame update
void Start()
{
if( s_activeStateGO != null )
{
if( s_activeStateGO == this.gameObject )
{
//nothing to do here, if we're already the active state object.
return;
}
//on the host, this might return either the client or server version, but it doesn't matter which;
//we are only curious about its type, and its persist state.
var prev_state = s_activeStateGO.GetComponent<GameStateBehaviour>();
if( prev_state.Persists && prev_state.ActiveState == this.ActiveState )
{
//we need to make way for the DontDestroyOnLoad state that already exists.
Object.Destroy(this.gameObject);
return;
}
//otherwise, the old state is going away. Either it wasn't a Persisting state, or it was,
//but we're a different kind of state. In either case, we're going to be replacing it.
Object.Destroy(s_activeStateGO);
}
s_activeStateGO = this.gameObject;
if( Persists ) { Object.DontDestroyOnLoad(this.gameObject); }
}
// Update is called once per frame
void Update()
{
}
private void OnDestroy()
{
if( !Persists )
{
s_activeStateGO = null;
}
}
}
}

31
Assets/Scripts/Client/Game/ClientCharSelectBRState.cs


using System;
using System.Collections.Generic;
using BossRoom;
namespace BossRoomClient
{
class ClientCharSelectBRState : CharSelectBRState
{
// !! STUB CLASS !!
// this will be fleshed out with all client-side logic for the character select BossRoom state.
public override void Destroy()
{
base.Destroy();
}
public override void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams)
{
base.Initialize(manager, stateParams);
}
public override void Update()
{
base.Update();
}
}
}

28
Assets/Scripts/Client/Game/ClientGameBRState.cs


using System;
using System.Collections.Generic;
using BossRoom;
namespace BossRoomClient
{
class ClientGameBRState : GameBRState
{
// !! STUB CLASS !!
// this will be fleshed out with all client-side logic for the Game BossRoom state.
public override void Destroy()
{
base.Destroy();
}
public override void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams)
{
base.Initialize(manager, stateParams);
}
public override void Update()
{
base.Update();
}
}
}

37
Assets/Scripts/Client/Game/ClientMainMenuBRState.cs


using System;
using System.Collections.Generic;
using BossRoom;
namespace BossRoomClient
{
/// <summary>
/// The BossRoom state logic that runs during MainMenu. Unlike most states, there is only a client variant of this (you are always
/// a client when sitting at the Main Menu screen).
/// </summary>
class ClientMainMenuBRState : IBossRoomState
{
private BossRoomStateManager m_manager;
public BossRoomState State { get { return BossRoomState.MAINMENU; } }
public void Destroy()
{
}
public void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams)
{
m_manager = manager;
UnityEngine.Application.targetFrameRate = 60;
}
public void Update()
{
}
}
}

31
Assets/Scripts/Server/Game/ServerCharSelectBRState.cs


using System;
using System.Collections.Generic;
using BossRoom;
namespace BossRoomServer
{
class ServerCharSelectBRState : CharSelectBRState
{
// !! STUB CLASS !!
// this will be fleshed out with all server-side logic for the character select BossRoom state.
public override void Destroy()
{
base.Destroy();
}
public override void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams)
{
base.Initialize(manager, stateParams);
}
public override void Update()
{
base.Update();
}
}
}

33
Assets/Scripts/Server/Game/ServerGameBRState.cs


using System;
using System.Collections.Generic;
using BossRoom;
namespace BossRoomServer
{
class ServerGameBRState : GameBRState
{
// !! STUB CLASS !!
// this will be fleshed out with all server-side logic for the Game BossRoom state.
public override void Destroy()
{
base.Destroy();
}
public override void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams )
{
base.Initialize(manager, stateParams);
//NOTE: it's very important to use MLAPI's scene switching logic, and not switch the scene yourself. If you do,
//MLAPI will get confused internally about which scene is active.
//MLAPI_WISHLIST: could MLAPI listen to scene change events and then handle the networked switch itself, internally?
MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("SampleScene");
}
public override void Update()
{
base.Update();
}
}
}

152
Assets/Scripts/Shared/Game/BossRoomStateManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BossRoom
{
/// <summary>
/// enum for the top-level game FSM.
/// </summary>
public enum BossRoomState
{
NONE, // no state is actively running. Currently this only happens prior to BossRoomStateManager.Start having run.
MAINMENU, // main menu logic is running.
CHARSELECT, // character select logic is running.
GAME, // core game logic is running.
}
/// <summary>
/// The BossRoomStateManager manages the top-level logic for each gamestate.
/// </summary>
/// <remarks>
/// This class is intended as the top-level FSM for the game. Because of that, it runs both before and after
/// the time when the client has an active connection to the host.
/// On the Host, server and client logic run concurrently (with server logic preceding client on every update tic).
/// On the Client, only client logic runs.
/// </remarks>
public class BossRoomStateManager : MonoBehaviour
{
public GameNetHub NetHub { get; private set; }
/// <summary>
/// Gets the active state that BossRoomStateManager is in.
/// </summary>
public BossRoomState ActiveState
{
get
{
//There is always a client state, and client and server states must always match. See ChangeState.
//Note: if converting to a dedicated server, you would need to change this to an #IF BUILD_SERVER #ELSE block
//that checked either client or server states. See note in ChangeState about converting to a dedicated server.
return m_clientState != null ? m_clientState.State : BossRoomState.NONE;
}
}
private IBossRoomState m_serverState;
private IBossRoomState m_clientState;
/// <summary>
/// Transitions from one active state to another. Will no-op if transitioning to the current active state.
/// </summary>
/// <remarks>
/// On the Host, Server and Client BossRoomState objects run concurrently. On clients, only the "client" version of each
/// state is instantiated, and for a hypothetical dedicated server, only the server object would be instantiated. If you were
/// moving to a dedicated server model and stripping out server code from the client, this is one method you would need to change
/// (for example by making a client and server factory components that plug themselves into the BossRoomStateManager, and are
/// guarded by #IF !BUILD_SERVER or #IF BUILD_SERVER, respectively)
/// </remarks>
/// <param name="target">the target state to transition to</param>
/// <param name="stateParams">Any special parameters to inform the next state about, or null for none.</param>
public void ChangeState(BossRoomState target, Dictionary<string,System.Object> stateParams )
{
if( target == ActiveState ) { return; }
Debug.Log("transitioning from state " + ActiveState + " to " + target);
switch(target)
{
case BossRoomState.NONE:
{
DestroyStates();
m_serverState = null;
m_clientState = null;
break;
}
case BossRoomState.MAINMENU:
{
DestroyStates();
m_clientState = new BossRoomClient.ClientMainMenuBRState();
m_clientState.Initialize(this, stateParams);
break;
}
case BossRoomState.CHARSELECT:
{
DestroyStates();
if( NetHub.NetManager.IsServer )
{
m_serverState = new BossRoomServer.ServerCharSelectBRState();
m_serverState.Initialize(this, stateParams);
}
if( NetHub.NetManager.IsClient )
{
m_clientState = new BossRoomClient.ClientCharSelectBRState();
m_clientState.Initialize(this, stateParams);
}
break;
}
case BossRoomState.GAME:
{
DestroyStates();
if( NetHub.NetManager.IsServer )
{
m_serverState = new BossRoomServer.ServerGameBRState();
m_serverState.Initialize(this, stateParams);
}
if( NetHub.NetManager.IsClient )
{
m_clientState = new BossRoomClient.ClientGameBRState();
m_clientState.Initialize(this, stateParams);
}
break;
}
default:
throw new System.Exception("unimplemented gamestate detected: " + target);
}
}
/// <summary>
/// Helper method for ChangeState that destroys the active states if they exist.
/// </summary>
private void DestroyStates()
{
if (m_serverState != null) { m_serverState.Destroy(); }
if (m_clientState != null) { m_clientState.Destroy(); }
m_serverState = null;
m_clientState = null;
}
// Start is called before the first frame update
void Start()
{
NetHub = this.GetComponent<GameNetHub>();
ChangeState(BossRoomState.MAINMENU, null);
}
// Update is called once per frame
void FixedUpdate()
{
if( m_serverState != null ) { m_serverState.Update(); }
if( m_clientState != null ) { m_clientState.Update(); }
}
}
}

35
Assets/Scripts/Shared/Game/CharSelectBRState.cs


using System;
using System.Collections.Generic;
using BossRoom;
namespace BossRoom
{
/// <summary>
/// The BossRoomState that runs during Character Select.
/// </summary>
class CharSelectBRState : IBossRoomState
{
protected BossRoomStateManager m_manager;
public BossRoomState State { get { return BossRoomState.CHARSELECT; } }
public virtual void Destroy()
{
}
public virtual void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams)
{
m_manager = manager;
}
public virtual void Update()
{
//FIXME_DMW (temp): as we don't have a CharacterSelect scene yet, we just advance directly to the Game state.
m_manager.ChangeState(BossRoomState.GAME, null);
}
}
}

11
Assets/Scripts/Shared/Game/GameBRState.cs.meta


fileFormatVersion: 2
guid: 19b55cfbf40aa244f9bd90143d441ee4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

33
Assets/Scripts/Shared/Game/IBossRoomState.cs


using System;
using System.Collections.Generic;
using UnityEngine;
namespace BossRoom
{
/// <summary>
/// Interface that models a single state of the BossRoom game. See BossRoomStateManager for more information.
/// </summary>
interface IBossRoomState
{
/// <summary>
/// Called when this BossRoomState is transitioned to.
/// <param name="stateParams"/>optional dictionary of parameters to be used by the new gamestate. </param>
/// </summary>
void Initialize( BossRoomStateManager manager, Dictionary<string,System.Object> stateParams=null );
/// <summary>
/// Called once per Update by the BossRoomStateManager.
/// </summary>
void Update();
/// <summary>
/// Called when this BossRoomState ends.
/// </summary>
void Destroy();
/// <summary>
/// What BossRoomState this object represents.
/// </summary>
BossRoomState State { get; }
}
}

11
Assets/Scripts/Shared/Game/IBossRoomState.cs.meta


fileFormatVersion: 2
guid: d6956349616d0304abbd589d59a797f5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

36
Assets/Scripts/Shared/Game/GameBRState.cs


using System;
using System.Collections.Generic;
using UnityEngine;
using BossRoom;
namespace BossRoom
{
/// <summary>
/// The BossRoomState that runs during primary gameplay.
/// </summary>
class GameBRState : IBossRoomState
{
protected BossRoomStateManager m_manager;
public BossRoomState State { get { return BossRoomState.GAME; } }
//!! STUB !! will be filled out with any gamestate logic shared between server and client.
public virtual void Destroy()
{
}
public virtual void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams)
{
m_manager = manager;
}
public virtual void Update()
{
}
}
}

/Assets/Scripts/Client/Game/ClientCharSelectBRState.cs.meta → /Assets/Scripts/Client/Game/State/ClientBossRoomState.cs.meta

/Assets/Scripts/Client/Game/ClientGameBRState.cs.meta → /Assets/Scripts/Client/Game/State/ClientCharSelectState.cs.meta

/Assets/Scripts/Client/Game/ClientMainMenuBRState.cs.meta → /Assets/Scripts/Client/Game/State/ClientMainMenuState.cs.meta

/Assets/Scripts/Server/Game/ServerCharSelectBRState.cs.meta → /Assets/Scripts/Server/Game/State/ServerBossRoomState.cs.meta

/Assets/Scripts/Server/Game/ServerGameBRState.cs.meta → /Assets/Scripts/Server/Game/State/ServerCharSelectState.cs.meta

/Assets/Scripts/Shared/Game/BossRoomStateManager.cs.meta → /Assets/Scripts/Shared/Game/State/CharSelectData.cs.meta

/Assets/Scripts/Shared/Game/CharSelectBRState.cs.meta → /Assets/Scripts/Shared/Game/State/GameStateBehaviour.cs.meta

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