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New UI Art Merge!

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05e13f2f
共有 121 个文件被更改,包括 13079 次插入2354 次删除
  1. 28
      Assets/Art/Borders/roundRect.png
  2. 14
      Assets/Art/Borders/roundRect.png.meta
  3. 6
      Assets/Art/Borders/button_highlights.png.meta
  4. 274
      Assets/Prefabs/UI/BackButtonBG.prefab
  5. 774
      Assets/Prefabs/UI/CreateContent.prefab
  6. 946
      Assets/Prefabs/UI/GameCanvas.prefab
  7. 2
      Assets/Prefabs/UI/GameCanvas.prefab.meta
  8. 702
      Assets/Prefabs/UI/JoinContent.prefab
  9. 652
      Assets/Prefabs/UI/JoinCreateCanvas.prefab
  10. 22
      Assets/Prefabs/UI/LobbyButtonUI.prefab
  11. 50
      Assets/Prefabs/UI/LobbyCodeCanvas.prefab
  12. 355
      Assets/Prefabs/UI/LobbyGameCanvas.prefab
  13. 100
      Assets/Prefabs/UI/LobbyUserList.prefab
  14. 279
      Assets/Prefabs/UI/MainMenuCanvas.prefab
  15. 747
      Assets/Prefabs/UI/PlayerInteractionPanel.prefab
  16. 108
      Assets/Prefabs/UI/PopUpUI.prefab
  17. 60
      Assets/Prefabs/UI/RelayCodeCanvas.prefab
  18. 181
      Assets/Prefabs/UI/RenameCanvas.prefab
  19. 247
      Assets/Prefabs/UI/RenamePopup.prefab
  20. 37
      Assets/Prefabs/UI/SpinnerUI.prefab
  21. 292
      Assets/Prefabs/UI/UserCardPanel.prefab
  22. 875
      Assets/Scenes/mainScene.unity
  23. 16
      Assets/Scripts/Auth/SubIdentity_Authentication.cs
  24. 15
      Assets/Scripts/Game/EmoteType.cs
  25. 6
      Assets/Scripts/Game/LocalLobby.cs
  26. 1
      Assets/Scripts/Infrastructure/Locator.cs
  27. 8
      Assets/Scripts/Infrastructure/LogHandlerSettings.cs
  28. 3
      Assets/Scripts/Infrastructure/Messenger.cs
  29. 1
      Assets/Scripts/Infrastructure/Observed.cs
  30. 20
      Assets/Scripts/Lobby/LobbyAsyncRequests.cs
  31. 4
      Assets/Scripts/LobbyRelaySample.asmdef
  32. 3
      Assets/Scripts/Relay/RelayAPIInterface.cs
  33. 64
      Assets/Scripts/Relay/RelayUtpClient.cs
  34. 4
      Assets/Scripts/Relay/RelayUtpHost.cs
  35. 56
      Assets/Scripts/Relay/RelayUtpSetup.cs
  36. 3
      Assets/Scripts/Tests/PlayMode/Tests.Play.asmdef
  37. 5
      Assets/Scripts/UI/CreateMenuUI.cs
  38. 44
      Assets/Scripts/UI/InLobbyUserUI.cs
  39. 5
      Assets/Scripts/UI/JoinCreateLobbyUI.cs
  40. 1
      Assets/Scripts/UI/JoinMenuUI.cs
  41. 8
      Assets/Scripts/UI/RecolorForLobbyType.cs
  42. 32
      Assets/Scripts/UI/SpinnerUI.cs
  43. 10
      Assets/Scripts/UI/UIPanelBase.cs
  44. 19
      Assets/Scripts/Vivox/VivoxUserHandler.cs
  45. 17
      Assets/TextMesh Pro/Resources/Fonts & Materials/Roboto-Bold SDF - Drop Shadow.mat
  46. 15
      Packages/manifest.json
  47. 29
      Packages/packages-lock.json
  48. 5
      ProjectSettings/EditorSettings.asset
  49. 16
      ProjectSettings/ProjectSettings.asset
  50. 17
      Assets/Art/Icons/Spinner/Spinner.png.meta
  51. 90
      Assets/Art/Icons/Spinner/Spinner.png
  52. 2
      Assets/Art/Icons/Volume/volumeSpeaker.png.meta
  53. 2
      Assets/Art/Icons/Volume/volumeRings.png.meta
  54. 16
      Assets/Art/Icons/Volume/mutedIcon.png.meta
  55. 14
      Assets/Art/Icons/Volume/micIcon.png.meta
  56. 2
      Assets/Art/Icons/Crown.png.meta
  57. 8
      Assets/Art/Background.meta
  58. 55
      Assets/Art/Borders/button_highlights.png
  59. 82
      Assets/Art/Borders/inner_glow.png
  60. 108
      Assets/Art/Borders/inner_glow.png.meta
  61. 7
      Assets/Art/Borders/roundInput.png
  62. 108
      Assets/Art/Borders/roundInput.png.meta
  63. 6
      Assets/Art/Borders/shiny_button.png
  64. 108
      Assets/Art/Borders/shiny_button.png.meta
  65. 8
      Assets/Art/Font.meta
  66. 8
      Assets/Art/Icons.meta
  67. 366
      Assets/Scenes/UI_edit.unity
  68. 7
      Assets/Scenes/UI_edit.unity.meta
  69. 98
      Assets/Scripts/Tests/PlayMode/UtpTests.cs
  70. 11
      Assets/Scripts/Tests/PlayMode/UtpTests.cs.meta
  71. 39
      Assets/Scripts/UI/UITinter.cs
  72. 11
      Assets/Scripts/UI/UITinter.cs.meta
  73. 93
      Assets/TextMesh Pro/Fonts/Bangers - OFL.txt
  74. 8
      Assets/TextMesh Pro/Fonts/Bangers - OFL.txt.meta
  75. 192
      Assets/TextMesh Pro/Fonts/Bangers.ttf
  76. 19
      Assets/TextMesh Pro/Fonts/Bangers.ttf.meta
  77. 281
      Assets/TextMesh Pro/Fonts/Oswald-Bold.ttf
  78. 19
      Assets/TextMesh Pro/Fonts/Oswald-Bold.ttf.meta
  79. 1001
      Assets/TextMesh Pro/Fonts/Roboto-Bold.ttf
  80. 22
      Assets/TextMesh Pro/Fonts/Roboto-Bold.ttf.meta
  81. 8
      Assets/TextMesh Pro/Resources/Fonts & Materials/Roboto-Bold SDF - Drop Shadow.mat.meta
  82. 757
      Assets/TextMesh Pro/Resources/Fonts & Materials/Roboto-Bold SDF.asset
  83. 8
      Assets/TextMesh Pro/Resources/Fonts & Materials/Roboto-Bold SDF.asset.meta
  84. 1001
      Assets/Art/Background/Wizzard_Background.png
  85. 96
      Assets/Art/Background/Wizzard_Background.png.meta
  86. 105
      Assets/Art/Font/CheckboxFLF SDF-Shadow Material.mat
  87. 8
      Assets/Art/Font/CheckboxFLF SDF-Shadow Material.mat.meta
  88. 1001
      Assets/Art/Font/CheckboxFLF SDF.asset
  89. 8
      Assets/Art/Font/CheckboxFLF SDF.asset.meta
  90. 435
      Assets/Art/Font/CheckboxFLF.ttf
  91. 21
      Assets/Art/Font/CheckboxFLF.ttf.meta
  92. 8
      Assets/Art/Icons/Emotes.meta
  93. 628
      Assets/Art/Icons/Emotes/FrownIcon.png
  94. 603
      Assets/Art/Icons/Emotes/SmileIcon.png
  95. 777
      Assets/Art/Icons/Emotes/TongueIcon.png

28
Assets/Art/Borders/roundRect.png

之前 之后
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274
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747
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文件差异内容过多而无法显示
查看文件

108
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m_hasFontAssetChanged: 0

875
Assets/Scenes/mainScene.unity
文件差异内容过多而无法显示
查看文件

16
Assets/Scripts/Auth/SubIdentity_Authentication.cs


AuthenticationService.Instance.SignedIn += OnSignInChange;
AuthenticationService.Instance.SignedOut += OnSignInChange;
if (!AuthenticationService.Instance.IsSignedIn)
await AuthenticationService.Instance.SignInAnonymouslyAsync(); // Don't sign out later, since that changes the anonymous token, which would prevent the player from exiting lobbies they're already in.
onSigninComplete?.Invoke();
try
{ if (!AuthenticationService.Instance.IsSignedIn)
await AuthenticationService.Instance.SignInAnonymouslyAsync(); // Don't sign out later, since that changes the anonymous token, which would prevent the player from exiting lobbies they're already in.
onSigninComplete?.Invoke();
}
catch
{ UnityEngine.Debug.LogError("Failed to login. Did you remember to set your Project ID under Services > General Settings?");
throw;
}
// Note: If for some reason your login state gets weird, you can comment out the previous block and instead call AuthenticationService.Instance.SignOut().
// Then, running Play mode will fail to actually function and instead will log out of your previous anonymous account.
// When you revert that change and run Play mode again, you should be logged in as a new anonymous account with a new default name.
}
private void OnSignInChange()

15
Assets/Scripts/Game/EmoteType.cs


namespace LobbyRelaySample
{
public enum EmoteType { None = 0, Smile, Frown, Shock, Laugh }
public enum EmoteType { None = 0, Smile, Frown, Unamused, Tongue }
public static class EmoteTypeExtensions
{
public static string GetString(this EmoteType emote)
{
return
emote == EmoteType.Smile ? ":D" :
emote == EmoteType.Frown ? ":(" :
emote == EmoteType.Shock ? ":O" :
emote == EmoteType.Laugh ? "XD" :
"";
}
}
}

6
Assets/Scripts/Game/LocalLobby.cs


get => m_data.Color;
set
{
m_data.Color = value;
OnChanged(this);
if (m_data.Color != value)
{ m_data.Color = value;
OnChanged(this);
}
}
}

1
Assets/Scripts/Infrastructure/Locator.cs


/// <summary>
/// Anything which provides itself to a Locator can then be globally accessed. This should be a single access point for things that *want* to be singleton (that is,
/// when they want to be available for use by arbitrary, unknown clients) but might not always be available or might need alternate flavors for tests, logging, etc.
/// (See http://gameprogrammingpatterns.com/service-locator.html to learn more.)
/// </summary>
public class Locator : LocatorBase
{

8
Assets/Scripts/Infrastructure/LogHandlerSettings.cs


Locator.Get.Messenger.Unsubscribe(this);
}
/// <summary>
/// For convenience while in the Editor, update the log verbosity when its value is changed in the Inspector.
/// </summary>
public void OnValidate()
{
LogHandler.Get().mode = m_editorLogVerbosity;
}
public void OnReceiveMessage(MessageType type, object msg)
{
if (type == MessageType.DisplayErrorPopup && msg != null)

3
Assets/Scripts/Infrastructure/Messenger.cs


CancelCountdown = 10,
ConfirmInGameState = 11,
DisplayErrorPopup = 12,
SetPlayerSound = 13,
SetPlayerSound = 13,
}
/// <summary>

1
Assets/Scripts/Infrastructure/Observed.cs


/// <summary>
/// Something that exposes some data that, when changed, an observer would want to be notified about automatically.
/// Used for UI elements and for keeping our local Lobby state synchronized with the remote Lobby service data.
/// (See http://gameprogrammingpatterns.com/observer.html to learn more.)
///
/// In your Observed child implementations, be sure to call OnChanged when setting the value of any property.
/// </summary>

20
Assets/Scripts/Lobby/LobbyAsyncRequests.cs


#region Lobby API calls are rate limited, and some other operations might want an alert when the rate limits have passed.
// Note that some APIs limit to 1 call per N seconds, while others limit to M calls per N seconds. We'll treat all APIs as though they limited to 1 call per N seconds.
// Also, this is seralized, so don't reorder the values unless you know what that will affect.
QuickJoin
QuickJoin,
Host
}
public RateLimitCooldown GetRateLimit(RequestType type)

else if (type == RequestType.QuickJoin)
return m_rateLimitQuickJoin;
else if (type == RequestType.Host)
return m_rateLimitHost;
return m_rateLimitQuery;
}

private RateLimitCooldown m_rateLimitHost = new RateLimitCooldown(3f);
// TODO: Shift to using this to do rate limiting for all API calls? E.g. the lobby data pushing is on its own loop.

/// </summary>
public void CreateLobbyAsync(string lobbyName, int maxPlayers, bool isPrivate, LobbyUser localUser, Action<Lobby> onSuccess, Action onFailure)
{
if (!m_rateLimitHost.CanCall())
{
onFailure?.Invoke();
UnityEngine.Debug.LogWarning("Create Lobby hit the rate limit.");
return;
}
string uasId = AuthenticationService.Instance.PlayerId;
LobbyAPIInterface.CreateLobbyAsync(uasId, lobbyName, maxPlayers, isPrivate, CreateInitialPlayerData(localUser), OnLobbyCreated);

(lobbyId == null && lobbyCode == null))
{
onFailure?.Invoke();
// TODO: Emit some failure message.
UnityEngine.Debug.LogWarning("Join Lobby hit the rate limit.");
return;
}

if (!m_rateLimitQuickJoin.CanCall())
{
onFailure?.Invoke();
UnityEngine.Debug.LogWarning("Quick Join Lobby hit the rate limit.");
return;
}

{
onListRetrieved?.Invoke(null);
m_rateLimitQuery.EnqueuePendingOperation(() => { RetrieveLobbyListAsync(onListRetrieved, onError, limitToColor); });
UnityEngine.Debug.LogWarning("Retrieve Lobby list hit the rate limit. Will try again soon...");
return;
}

if (!m_rateLimitQuery.CanCall())
{
onComplete?.Invoke(null);
UnityEngine.Debug.LogWarning("Retrieve Lobby hit the rate limit.");
return;
}
LobbyAPIInterface.GetLobbyAsync(lobbyId, OnGet);

4
Assets/Scripts/LobbyRelaySample.asmdef


"GUID:fe25561d224ed4743af4c60938a59d0b",
"GUID:4c3f49d89436d478ea78315c03159dcc",
"GUID:f2d49d9fa7e7eb3418e39723a7d3b92f",
"GUID:060a730ab4d4804498f4a3146ed6f776",
"GUID:6087a74f6015aae4daed9a2577a7596c"
"GUID:6087a74f6015aae4daed9a2577a7596c",
"GUID:4ebbcb26024b547159a86c39de1a8fa5"
],
"includePlatforms": [],
"excludePlatforms": [],

3
Assets/Scripts/Relay/RelayAPIInterface.cs


{
/// <summary>
/// Wrapper for all the interaction with the Relay API.
/// Relay acts as an intermediary between hosts and clients for privacy. Each player will connect to an obfuscated IP address provided by Relay as though connecting directly to other players.
/// </summary>
public static class RelayAPIInterface
{

/// <summary>
/// Only after an Allocation has been completed can a Relay join code be obtained. This code will be stored in the lobby's data as non-public
/// such that players can retrieve the Relay join code only after connecting to the lobby.
/// such that players can retrieve the Relay join code only after connecting to the lobby. (Note that this is not the same as the lobby code.)
/// </summary>
public static void GetJoinCodeAsync(Guid hostAllocationId, Action<string> onComplete)
{

64
Assets/Scripts/Relay/RelayUtpClient.cs


{
if (cmd == NetworkEvent.Type.Data)
{
MsgType msgType = (MsgType)strm.ReadByte();
string id = ReadLengthAndString(ref strm);
if (id == m_localUser.ID || !m_localLobby.LobbyUsers.ContainsKey(id)) // We don't hold onto messages, since an incoming user will be fully initialized before they send events.
List<byte> msgContents = new List<byte>(ReadMessageContents(ref strm));
if (msgContents.Count < 3) // We require at a minimum - Message type, the length of the user ID, and the user ID.
MsgType msgType = (MsgType)msgContents[0];
int idLength = msgContents[1];
if (msgContents.Count < idLength + 2)
{ UnityEngine.Debug.LogWarning($"Relay client processed message of length {idLength}, but contents were of length {msgContents.Count}.");
return;
}
string id = System.Text.Encoding.UTF8.GetString(msgContents.GetRange(2, idLength).ToArray());
if (id == m_localUser.ID || !m_localLobby.LobbyUsers.ContainsKey(id)) // We don't need to hold onto messages if the ID is absent; users are initialized before they send events.
return;
msgContents.RemoveRange(0, 2 + idLength);
string name = ReadLengthAndString(ref strm);
int nameLength = msgContents[0];
string name = System.Text.Encoding.UTF8.GetString(msgContents.GetRange(1, nameLength).ToArray());
EmoteType emote = (EmoteType)strm.ReadByte();
EmoteType emote = (EmoteType)msgContents[0];
UserStatus status = (UserStatus)strm.ReadByte();
UserStatus status = (UserStatus)msgContents[0];
m_localLobby.LobbyUsers[id].UserStatus = status;
}
else if (msgType == MsgType.StartCountdown)

else if (msgType == MsgType.EndInGame)
Locator.Get.Messenger.OnReceiveMessage(MessageType.EndGame, null);
ProcessNetworkEventDataAdditional(conn, strm, msgType, id);
ProcessNetworkEventDataAdditional(conn, msgType, id);
protected virtual void ProcessNetworkEventDataAdditional(NetworkConnection conn, DataStreamReader strm, MsgType msgType, string id) { }
protected virtual void ProcessNetworkEventDataAdditional(NetworkConnection conn, MsgType msgType, string id) { }
protected virtual void ProcessDisconnectEvent(NetworkConnection conn, DataStreamReader strm)
{
// The host disconnected, and Relay does not support host migration. So, all clients should disconnect.

}
/// <summary>
/// Relay uses raw pointers for efficiency. This converts them to byte arrays, assuming the stream contents are 1 byte for array length followed by contents.
/// UTP uses raw pointers for efficiency (i.e. C-style byte* instead of byte[]).
/// ReadMessageContents converts them back to byte arrays, assuming the stream contains 1 byte for array length followed by contents.
/// Any actual pointer manipulation and so forth happens service-side, so we simply need to convert back to a byte array here.
unsafe private string ReadLengthAndString(ref DataStreamReader strm)
unsafe private byte[] ReadMessageContents(ref DataStreamReader strm) // unsafe is required to access the pointer.
byte length = strm.ReadByte();
int length = strm.Length;
return System.Text.Encoding.UTF8.GetString(bytes);
return bytes;
}
/// <summary>

byte[] idBytes = System.Text.Encoding.UTF8.GetBytes(id);
byte[] strBytes = System.Text.Encoding.UTF8.GetBytes(str);
List<byte> message = new List<byte>(idBytes.Length + strBytes.Length + 3);
List<byte> message = new List<byte>(idBytes.Length + strBytes.Length + 3); // Extra 3 bytes for the msgType plus the ID and message lengths.
if (driver.BeginSend(connection, out var dataStream) == 0) // Oh, should check this first?
{
byte[] bytes = message.ToArray();
unsafe
{
fixed (byte* bytesPtr = bytes)
{
dataStream.WriteBytes(bytesPtr, message.Count);
driver.EndSend(dataStream);
}
}
}
SendMessageData(driver, connection, message);
}
/// <summary>

{
byte[] idBytes = System.Text.Encoding.UTF8.GetBytes(id);
List<byte> message = new List<byte>(idBytes.Length + 3);
List<byte> message = new List<byte>(idBytes.Length + 3); // Extra 3 bytes for the msgType, ID length, and the byte value.
SendMessageData(driver, connection, message);
}
if (driver.BeginSend(connection, out var dataStream) == 0) // Oh, should check this first?
private void SendMessageData(NetworkDriver driver, NetworkConnection connection, List<byte> message)
{
if (driver.BeginSend(connection, out var dataStream) == 0)
unsafe
unsafe // Similarly to ReadMessageContents, our data must be converted to a pointer before being sent.
{
fixed (byte* bytesPtr = bytes)
{

4
Assets/Scripts/Relay/RelayUtpHost.cs


ForceFullUserUpdate(m_networkDriver, conn, user.Value);
}
protected override void ProcessNetworkEventDataAdditional(NetworkConnection conn, DataStreamReader strm, MsgType msgType, string id)
protected override void ProcessNetworkEventDataAdditional(NetworkConnection conn, MsgType msgType, string id)
// Note that the strm contents might have already been consumed, depending on the msgType.
// Forward messages from clients to other clients.
if (msgType == MsgType.PlayerName)
{

56
Assets/Scripts/Relay/RelayUtpSetup.cs


namespace LobbyRelaySample.relay
{
/// <summary>
/// Responsible for setting up a connection with Relay using UTP, for the lobby host.
/// Responsible for setting up a connection with Relay using Unity Transport (UTP). A Relay Allocation is created by the host, and then all players
/// bind UTP to that Allocation in order to send data to each other.
/// Must be a MonoBehaviour since the binding process doesn't have asynchronous callback options.
/// </summary>
public abstract class RelayUtpSetup : MonoBehaviour

}
protected abstract void JoinRelay();
/// <summary>
/// Determine the server endpoint for connecting to the Relay server, for either an Allocation or a JoinAllocation.
/// If DTLS encryption is available, and there's a secure server endpoint available, use that as a secure connection. Otherwise, just connect to the Relay IP unsecured.
/// </summary>
protected NetworkEndPoint GetEndpointForAllocation(List<RelayServerEndpoint> endpoints, string ip, int port, out bool isSecure)
{
#if ENABLE_MANAGED_UNITYTLS
foreach (RelayServerEndpoint endpoint in endpoints)
{
if (endpoint.Secure && endpoint.Network == RelayServerEndpoint.NetworkOptions.Udp)
{
isSecure = true;
return NetworkEndPoint.Parse(endpoint.Host, (ushort)endpoint.Port);
}
}
#endif
isSecure = false;
return NetworkEndPoint.Parse(ip, (ushort)port);
}
protected void BindToAllocation(string ip, int port, byte[] allocationIdBytes, byte[] connectionDataBytes, byte[] hostConnectionDataBytes, byte[] hmacKeyBytes, int connectionCapacity)
protected void BindToAllocation(NetworkEndPoint serverEndpoint, byte[] allocationIdBytes, byte[] connectionDataBytes, byte[] hostConnectionDataBytes, byte[] hmacKeyBytes, int connectionCapacity, bool isSecure)
NetworkEndPoint serverEndpoint = NetworkEndPoint.Parse(ip, (ushort)port);
m_endpointForServer = serverEndpoint;
//TODO Implement DTLS
bool isSecure = false;
relayServerData.ComputeNewNonce();
relayServerData.ComputeNewNonce(); // For security, the nonce value sent when authenticating the allocation must be increased.
var relayNetworkParameter = new RelayNetworkParameter { ServerData = relayServerData };
m_networkDriver = NetworkDriver.Create(new INetworkParameter[] { relayNetworkParameter });

{
m_allocation = allocation;
RelayAPIInterface.GetJoinCodeAsync(allocation.AllocationId, OnRelayCode);
BindToAllocation(allocation.RelayServer.IpV4, allocation.RelayServer.Port, allocation.AllocationIdBytes, allocation.ConnectionData, allocation.ConnectionData, allocation.Key, 16);
bool isSecure = false;
m_endpointForServer = GetEndpointForAllocation(allocation.ServerEndpoints, allocation.RelayServer.IpV4, allocation.RelayServer.Port, out isSecure);
BindToAllocation(m_endpointForServer, allocation.AllocationIdBytes, allocation.ConnectionData, allocation.ConnectionData, allocation.Key, 16, isSecure);
m_localLobby.RelayServer = new ServerAddress(m_allocation.RelayServer.IpV4, m_allocation.RelayServer.Port);
m_localLobby.RelayServer = new ServerAddress(m_endpointForServer.Address.Split(':')[0], m_endpointForServer.Port);
m_joinState |= JoinState.Joined;
CheckForComplete();
}

if (m_networkDriver.Listen() != 0)
{
Debug.LogError("Server failed to listen");
Debug.LogError("RelayUtpSetupHost failed to bind to the Relay Allocation.");
Debug.LogWarning("Server is now listening!");
Debug.Log("Relay host is bound.");
m_joinState |= JoinState.Bound;
CheckForComplete();
}

{
if (m_joinState == (JoinState.Joined | JoinState.Bound))
if (m_joinState == (JoinState.Joined | JoinState.Bound) && this != null) // this will equal null (i.e. this component has been destroyed) if the host left the lobby during the Relay connection sequence.
{
m_isRelayConnected = true;
RelayUtpHost host = gameObject.AddComponent<RelayUtpHost>();

private void OnJoin(JoinAllocation joinAllocation)
{
if (joinAllocation == null)
if (joinAllocation == null || this == null) // The returned JoinAllocation is null if allocation failed. this would be destroyed already if you quit the lobby while Relay is connecting.
BindToAllocation(joinAllocation.RelayServer.IpV4, joinAllocation.RelayServer.Port, joinAllocation.AllocationIdBytes, joinAllocation.ConnectionData, joinAllocation.HostConnectionData, joinAllocation.Key, 1);
m_localLobby.RelayServer = new ServerAddress(joinAllocation.RelayServer.IpV4, joinAllocation.RelayServer.Port);
bool isSecure = false;
m_endpointForServer = GetEndpointForAllocation(joinAllocation.ServerEndpoints, joinAllocation.RelayServer.IpV4, joinAllocation.RelayServer.Port, out isSecure);
BindToAllocation(m_endpointForServer, joinAllocation.AllocationIdBytes, joinAllocation.ConnectionData, joinAllocation.HostConnectionData, joinAllocation.Key, 1, isSecure);
m_localLobby.RelayServer = new ServerAddress(m_endpointForServer.Address.Split(':')[0], m_endpointForServer.Port);
}
protected override void OnBindingComplete()

}
if (m_networkDriver.GetConnectionState(m_connections[0]) != NetworkConnection.State.Connected)
{
Debug.LogError("Client failed to connect to server");
Debug.LogError("RelayUtpSetupClient could not connect to the host.");
else
else if (this != null)
{
m_isRelayConnected = true;
RelayUtpClient client = gameObject.AddComponent<RelayUtpClient>();

3
Assets/Scripts/Tests/PlayMode/Tests.Play.asmdef


"UnityEditor.TestRunner",
"LobbyRelaySample",
"Unity.Services.Lobbies",
"Unity.Services.Relay"
"Unity.Services.Relay",
"Unity.Networking.Transport"
],
"includePlatforms": [],
"excludePlatforms": [],

5
Assets/Scripts/UI/CreateMenuUI.cs


[SerializeField]
LocalLobby m_ServerRequestData = new LocalLobby { LobbyName = "New Lobby", MaxPlayerCount = 4 };
public override void Start()
{
base.Start();
Hide();
}
public void SetServerName(string serverName)
{
m_ServerRequestData.LobbyName = serverName;

44
Assets/Scripts/UI/InLobbyUserUI.cs


using System;
using JetBrains.Annotations;
using TMPro;
using UnityEngine;
using UnityEngine.UI;

[SerializeField]
TMP_Text m_StatusText;
[SerializeField]
Image m_HostIcon;
TMP_Text m_EmoteText;
Image m_EmoteImage;
Image m_HostIcon;
Sprite[] m_EmoteIcons;
[SerializeField]
vivox.VivoxUserHandler m_vivoxUserHandler;

{
m_DisplayNameText.SetText(observed.DisplayName);
m_StatusText.SetText(SetStatusFancy(observed.UserStatus));
m_EmoteText.SetText(observed.Emote.GetString());
m_EmoteImage.sprite = EmoteIcon(observed.Emote);
}
/// <summary>
/// EmoteType to Icon Sprite
/// m_EmoteIcon[0] = Smile
/// m_EmoteIcon[1] = Frown
/// m_EmoteIcon[2] = UnAmused
/// m_EmoteIcon[3] = Tongue
/// </summary>
Sprite EmoteIcon(EmoteType type)
{
switch (type)
{
case EmoteType.None:
m_EmoteImage.color = Color.clear;
return null;
case EmoteType.Smile:
m_EmoteImage.color = Color.white;
return m_EmoteIcons[0];
case EmoteType.Frown:
m_EmoteImage.color = Color.white;
return m_EmoteIcons[1];
case EmoteType.Unamused:
m_EmoteImage.color = Color.white;
return m_EmoteIcons[2];
case EmoteType.Tongue:
m_EmoteImage.color = Color.white;
return m_EmoteIcons[3];
default:
return null;
}
}
string SetStatusFancy(UserStatus status)

5
Assets/Scripts/UI/JoinCreateLobbyUI.cs


{
if (observed.State == GameState.JoinMenu)
{
Show();
Show(false);
}
else
{

}
}

1
Assets/Scripts/UI/JoinMenuUI.cs


public void OnJoinButtonPressed()
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.JoinLobbyRequest, m_LocalLobbySelected);
m_LocalLobbySelected = default;
}
public void OnRefresh()

8
Assets/Scripts/UI/RecolorForLobbyType.cs


[RequireComponent(typeof(LocalLobbyObserver))]
public class RecolorForLobbyType : MonoBehaviour
{
private static readonly Color s_orangeColor = new Color(0.75f, 0.5f, 0.1f);
private static readonly Color s_greenColor = new Color(0.5f, 1, 0.7f);
private static readonly Color s_blueColor = new Color(0.75f, 0.7f, 1);
private static readonly Color[] s_colorsOrdered = new Color[] { new Color(0.8f, 0.8f, 0.8f, 1), s_orangeColor, s_greenColor, s_blueColor };
private static readonly Color s_orangeColor = new Color(0.8352942f, 0.3686275f, 0);
private static readonly Color s_greenColor = new Color(0, 0.6196079f, 0.4509804f);
private static readonly Color s_blueColor = new Color(0.0f, 0.4470589f, 0.6980392f);
private static readonly Color[] s_colorsOrdered = new Color[] { new Color(0.9f, 0.9f, 0.9f, 0.7f), s_orangeColor, s_greenColor, s_blueColor };
[SerializeField]
private Graphic[] m_toRecolor;

32
Assets/Scripts/UI/SpinnerUI.cs


using System.Text;
using TMPro;
using UnityEngine;
namespace LobbyRelaySample.UI
{

public class SpinnerUI : ObserverPanel<LobbyServiceData>
{
public TMP_Text errorText;
public UIPanelBase spinnerImage;
public UIPanelBase noServerText;
public UIPanelBase errorTextVisibility;
[SerializeField] private TMP_Text m_errorText;
[SerializeField] private UIPanelBase m_spinnerImage;
[SerializeField] private UIPanelBase m_noServerText;
[SerializeField] private UIPanelBase m_errorTextVisibility;
[Tooltip("This prevents selecting a lobby or Joining while the spinner is visible.")]
[SerializeField] private UIPanelBase m_raycastBlocker;
public override void ObservedUpdated(LobbyServiceData observed)
{

spinnerImage.Show();
noServerText.Hide();
errorTextVisibility.Hide();
m_spinnerImage.Show();
m_raycastBlocker.Show();
m_noServerText.Hide();
m_errorTextVisibility.Hide();
spinnerImage.Hide();
errorTextVisibility.Show();
errorText.SetText("Error. See Unity Console log for details.");
m_spinnerImage.Hide();
m_raycastBlocker.Hide();
m_errorTextVisibility.Show();
m_errorText.SetText("Error. See Unity Console log for details.");
noServerText.Show();
m_noServerText.Show();
noServerText.Hide();
m_noServerText.Hide();
spinnerImage.Hide();
m_spinnerImage.Hide();
m_raycastBlocker.Hide();
}
}
}

10
Assets/Scripts/UI/UIPanelBase.cs


CanvasGroup m_canvasGroup;
List<UIPanelBase> m_uiPanelsInChildren = new List<UIPanelBase>(); // Otherwise, when this Shows/Hides, the children won't know to update their own visibility.
public void Start()
public virtual void Start()
{
var children = GetComponentsInChildren<UIPanelBase>(true); // Note that this won't detect children in GameObjects added during gameplay, if there were any.
foreach (var child in children)

Show();
}
Show(true);
}
public void Show(bool propagateToChildren)
{
if (!propagateToChildren)
return;
foreach (UIPanelBase child in m_uiPanelsInChildren)
child.m_onVisibilityChange?.Invoke(true);
}

19
Assets/Scripts/Vivox/VivoxUserHandler.cs


// In the future, remove FindVivoxId and pass the environment ID here instead.
m_vivoxId = null;
// SetID might be called after we've received the IChannelSession for remote players, which would mean after OnParticipant Added. So, duplicate the VivoxID work here.
// SetID might be called after we've received the IChannelSession for remote players, which would mean after OnParticipantAdded. So, duplicate the VivoxID work here.
if (m_channelSession != null)
{
foreach (var participant in m_channelSession.Participants)

}
}
public void OnChannelJoined(IChannelSession channelSession)
public void OnChannelJoined(IChannelSession channelSession) // Called after a connection is established, which begins once a lobby is joined.
{
m_channelSession = channelSession;
m_channelSession.Participants.AfterKeyAdded += OnParticipantAdded;

public void OnChannelLeft()
public void OnChannelLeft() // Called when we leave the lobby.
m_channelSession.Participants.AfterKeyAdded -= OnParticipantAdded;
m_channelSession.Participants.BeforeKeyRemoved -= BeforeParticipantRemoved;
m_channelSession.Participants.AfterValueUpdated -= OnParticipantValueUpdated;
m_channelSession = null;
if (m_channelSession != null) // It's possible we'll attempt to leave a channel that isn't joined, if we leave the lobby while Vivox is connecting.
{
m_channelSession.Participants.AfterKeyAdded -= OnParticipantAdded;
m_channelSession.Participants.BeforeKeyRemoved -= BeforeParticipantRemoved;
m_channelSession.Participants.AfterValueUpdated -= OnParticipantValueUpdated;
m_channelSession = null;
}
}
/// <summary>

}
else
{ m_lobbyUserVolumeUI.EnableVoice(false);
participant.SetIsMuteForAll(m_vivoxId, false, null);
participant.SetIsMuteForAll(m_vivoxId, false, null); // Also note: This call is asynchronous, so it's possible to exit the lobby before this completes, resulting in a Vivox error.
}
}
else if (property == "IsMutedForAll")

17
Assets/TextMesh Pro/Resources/Fonts & Materials/Roboto-Bold SDF - Drop Shadow.mat


m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: LiberationSans SDF - Outline
m_Name: Roboto-Bold SDF - Drop Shadow
m_ShaderKeywords: OUTLINE_ON
m_ShaderKeywords: OUTLINE_ON UNDERLAY_ON
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee,
type: 2}
m_Texture: {fileID: 28204114720316640, guid: 5302535af1044152a457ed104f1f4b91, type: 2}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OutlineTex:

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98
Assets/Scripts/Tests/PlayMode/UtpTests.cs


using System;
using System.Collections;
using LobbyRelaySample.relay;
using NUnit.Framework;
using Unity.Networking.Transport;
using Unity.Services.Relay.Models;
using UnityEngine;
using UnityEngine.TestTools;
namespace Test
{
public class UtpTests
{
private class RelayUtpTest : RelayUtpSetupHost
{
public Action<NetworkEndPoint, bool> OnGetEndpoint { private get; set; }
public void JoinRelayPublic()
{
JoinRelay();
}
protected override void JoinRelay()
{
RelayAPIInterface.AllocateAsync(1, OnAllocation);
void OnAllocation(Allocation allocation)
{
bool isSecure = false;
NetworkEndPoint endpoint = GetEndpointForAllocation(allocation.ServerEndpoints, allocation.RelayServer.IpV4, allocation.RelayServer.Port, out isSecure);
OnGetEndpoint?.Invoke(endpoint, isSecure);
// The allocation will be cleaned up automatically, since we won't be pinging it regularly.
}
}
}
private LobbyRelaySample.Auth.SubIdentity_Authentication m_auth;
private bool m_didSigninComplete = false;
GameObject m_dummy;
[OneTimeSetUp]
public void Setup()
{
m_dummy = new GameObject();
m_auth = new LobbyRelaySample.Auth.SubIdentity_Authentication(() => { m_didSigninComplete = true; });
}
[OneTimeTearDown]
public void Teardown()
{
m_auth?.Dispose();
GameObject.Destroy(m_dummy);
}
[UnityTest]
public IEnumerator DTLSCheck()
{
#if ENABLE_MANAGED_UNITYTLS
if (!m_didSigninComplete)
yield return new WaitForSeconds(3);
if (!m_didSigninComplete)
Assert.Fail("Did not sign in.");
yield return new WaitForSeconds(1); // To prevent a possible 429 after a previous test.
RelayUtpTest relaySetup = m_dummy.AddComponent<RelayUtpTest>();
relaySetup.OnGetEndpoint = OnGetEndpoint;
bool? isSecure = null;
NetworkEndPoint endpoint = default;
relaySetup.JoinRelayPublic();
float timeout = 5;
while (!isSecure.HasValue && timeout > 0)
{
timeout -= 0.25f;
yield return new WaitForSeconds(0.25f);
}
Component.Destroy(relaySetup);
Assert.IsTrue(timeout > 0, "Timeout check.");
Assert.IsTrue(isSecure, "Should have a secure server endpoint.");
Assert.IsTrue(endpoint.IsValid, "Endpoint should be valid.");
void OnGetEndpoint(NetworkEndPoint resultEndpoint, bool resultIsSecure)
{
endpoint = resultEndpoint;
isSecure = resultIsSecure;
}
#else
Assert.Ignore("DTLS encryption for Relay is not currently available for this version of Unity.");
yield break;
#endif
}
}
}

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39
Assets/Scripts/UI/UITinter.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace GameLobby.UI
{
[RequireComponent(typeof(Image))]
public class UITinter : MonoBehaviour
{
[SerializeField]
Color[] m_TintColors;
Image m_Image;
void Awake()
{
m_Image = GetComponent<Image>();
}
public void SetToColor(bool firstTwoColors)
{
int colorInt = firstTwoColors ? 1 : 0;
if (colorInt >= m_TintColors.Length)
return;
m_Image.color = m_TintColors[colorInt];
}
public void SetToColor(int colorInt)
{
if (colorInt >= m_TintColors.Length)
return;
m_Image.color = m_TintColors[colorInt];
}
}
}

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93
Assets/TextMesh Pro/Fonts/Bangers - OFL.txt


Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

8
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