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Merge from the Vivox UI branch

/main/staging/vivox_package_integration
nathaniel.buck@unity3d.com 3 年前
当前提交
6ce074b5
共有 25 个文件被更改,包括 2614 次插入165 次删除
  1. 330
      Assets/Prefabs/UI/GameCanvas.prefab
  2. 6
      Assets/Prefabs/UI/LobbyGameCanvas.prefab
  3. 98
      Assets/Prefabs/UI/LobbyUserList.prefab
  4. 951
      Assets/Prefabs/UI/UserCardPanel.prefab
  5. 506
      Assets/Scenes/mainScene.unity
  6. 4
      Assets/Scripts/Game/GameManager.cs
  7. 82
      Assets/Scripts/Game/LobbyUser.cs
  8. 1
      Assets/Scripts/Infrastructure/Messenger.cs
  9. 45
      Assets/Scripts/UI/InLobbyUserUI.cs
  10. 8
      Assets/Art/Volume.meta
  11. 132
      Assets/Prefabs/UI/LogManager.prefab
  12. 7
      Assets/Prefabs/UI/LogManager.prefab.meta
  13. 23
      Assets/Scripts/Game/LocalUserVolume.cs
  14. 11
      Assets/Scripts/Game/LocalUserVolume.cs.meta
  15. 21
      Assets/Scripts/UI/LobbyUserVolumeUI.cs
  16. 11
      Assets/Scripts/UI/LobbyUserVolumeUI.cs.meta
  17. 33
      Assets/Scripts/UI/MuteUI.cs
  18. 11
      Assets/Scripts/UI/MuteUI.cs.meta
  19. 67
      Assets/Art/Volume/volumeRings.png
  20. 96
      Assets/Art/Volume/volumeRings.png.meta
  21. 23
      Assets/Art/Volume/volumeSpeaker.png
  22. 96
      Assets/Art/Volume/volumeSpeaker.png.meta
  23. 121
      Assets/Art/Volume/volumeMuted.png
  24. 96
      Assets/Art/Volume/volumeMuted.png.meta

330
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951
Assets/Prefabs/UI/UserCardPanel.prefab
文件差异内容过多而无法显示
查看文件

506
Assets/Scenes/mainScene.unity


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Assets/Scripts/Game/GameManager.cs


m_localLobby.CountDownTime = 0;
SetUserLobbyState();
}
else if (type == MessageType.SetPlayerSound)
{
var playerSound = (LobbyUserAudio)msg;
}
}
private void SetGameState(GameState state)

82
Assets/Scripts/Game/LobbyUser.cs


using System;
using UnityEngine;
namespace LobbyRelaySample
{

public enum UserStatus
{
None = 0,
Connecting = 1, // User has joined a lobby but has not yet connected to Relay.
Lobby = 2, // User is in a lobby and connected to Relay.
Ready = 4, // User has selected the ready button, to ready for the "game" to start.
InGame = 8, // User is part of a "game" that has started.
Menu = 16 // User is not in a lobby, in one of the main menus.
Connecting = 1, // User has joined a lobby but has not yet connected to Relay.
Lobby = 2, // User is in a lobby and connected to Relay.
Ready = 4, // User has selected the ready button, to ready for the "game" to start.
InGame = 8, // User is part of a "game" that has started.
Menu = 16 // User is not in a lobby, in one of the main menus.
}
/// <summary>

public class LobbyUser : Observed<LobbyUser>
{
public LobbyUser(bool isHost = false, string displayName = null, string id = null, EmoteType emote = EmoteType.None, UserStatus userStatus = UserStatus.Menu)
public LobbyUser(bool isHost = false, string displayName = null, string id = null, EmoteType emote = EmoteType.None, UserStatus userStatus = UserStatus.Menu, bool hasVoice = false)
m_data = new UserData(isHost, displayName, id, emote, userStatus);
m_data = new UserData(isHost, displayName, id, emote, userStatus, hasVoice);
public struct UserData
{
public bool IsHost { get; set; }

public UserStatus UserStatus { get; set; }
public bool HasVoice { get; set; }
public UserData(bool isHost, string displayName, string id, EmoteType emote, UserStatus userStatus)
public UserData(bool isHost, string displayName, string id, EmoteType emote, UserStatus userStatus, bool hasVoice)
{
IsHost = isHost;
DisplayName = displayName;

HasVoice = hasVoice;
m_data = new UserData(false, m_data.DisplayName, m_data.ID, EmoteType.None, UserStatus.Menu); // ID and DisplayName should persist since this might be the local user.
m_data = new UserData(false, m_data.DisplayName, m_data.ID, EmoteType.None, UserStatus.Menu, false); // ID and DisplayName should persist since this might be the local user.
#endregion
/// <summary>

public enum UserMembers { IsHost = 1, DisplayName = 2, Emote = 4, ID = 8, UserStatus = 16 }
public enum UserMembers
{
IsHost = 1,
DisplayName = 2,
Emote = 4,
ID = 8,
UserStatus = 16,
HasVoice = 32
//TODO Add in lobbyUsers Voice Activity for animation?
}
private UserMembers m_lastChanged;
public UserMembers LastChanged => m_lastChanged;

}
}
public EmoteType Emote
public string ID
get => m_data.Emote;
get => m_data.ID;
if (m_data.Emote != value)
if (m_data.ID != value)
m_data.Emote = value;
m_lastChanged = UserMembers.Emote;
m_data.ID = value;
m_lastChanged = UserMembers.ID;
public string ID
public EmoteType Emote
get => m_data.ID;
get => m_data.Emote;
if (m_data.ID != value)
if (m_data.Emote != value)
m_data.ID = value;
m_lastChanged = UserMembers.ID;
m_data.Emote = value;
m_lastChanged = UserMembers.Emote;
OnChanged(this);
}
}

public UserStatus UserStatus
{
get => m_userStatus;

}
}
public bool HasVoice
{
get { return m_data.HasVoice; }
set
{
if (m_data.HasVoice != value)
{
m_data.HasVoice = value;
m_lastChanged = UserMembers.HasVoice;
OnChanged(this);
}
}
}
(m_data.IsHost == data.IsHost ? 0 : (int)UserMembers.IsHost) |
(m_data.Emote == data.Emote ? 0 : (int)UserMembers.Emote) |
(m_data.ID == data.ID ? 0 : (int)UserMembers.ID) |
(m_data.IsHost == data.IsHost ? 0 : (int)UserMembers.IsHost) |
(m_data.UserStatus == data.UserStatus ? 0 : (int)UserMembers.UserStatus);
(m_data.ID == data.ID ? 0 : (int)UserMembers.ID) |
(m_data.Emote == data.Emote ? 0 : (int)UserMembers.Emote) |
(m_data.UserStatus == data.UserStatus ? 0 : (int)UserMembers.UserStatus) |
(m_data.HasVoice == data.HasVoice ? 0 : (int)UserMembers.HasVoice);
if (lastChanged == 0) // Ensure something actually changed.
return;

1
Assets/Scripts/Infrastructure/Messenger.cs


StartCountdown = 9,
CancelCountdown = 10,
ConfirmInGameState = 11,
SetPlayerSound = 12
}
/// <summary>

45
Assets/Scripts/UI/InLobbyUserUI.cs


using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace LobbyRelaySample.UI

[SerializeField]
Image m_HostIcon;
public bool IsAssigned
{
get { return UserId != null; }
}
[SerializeField]
MuteUI m_MuteUI;
[SerializeField]
LobbyUserVolumeUI m_lobbyUserVolumeUI;
LobbyUserAudio m_userAudio = new LobbyUserAudio("None");
public bool IsAssigned => UserId != null;
public string UserId { get; private set; }
private LobbyUserObserver m_observer;

m_observer = GetComponent<LobbyUserObserver>();
m_observer.BeginObserving(myLobbyUser);
UserId = myLobbyUser.ID;
m_userAudio = new LobbyUserAudio(UserId);
}
public void OnUserLeft()

m_observer.EndObserving();
}
public void OnMuteToggled(bool muted)
{
m_userAudio.Muted = muted;
Locator.Get.Messenger.OnReceiveMessage(MessageType.SetPlayerSound, m_userAudio);
}
public void OnVolumeSlide(float volume)
{
m_userAudio.UserVolume = volume;
Locator.Get.Messenger.OnReceiveMessage(MessageType.SetPlayerSound, m_userAudio);
}
public override void ObservedUpdated(LobbyUser observed)
{
m_DisplayNameText.SetText(observed.DisplayName);

SetAudioState(observed.HasVoice);
}
/// <summary>
/// Disable or show the Volume Icons in sync with the package.
/// </summary>
void SetAudioState(bool hasVoice)
{
if (hasVoice)
{
m_MuteUI.EnableVoice();
m_lobbyUserVolumeUI.EnableVoice();
}
else
{
m_MuteUI.DisableVoice();
m_lobbyUserVolumeUI.DisableVoice();
}
}
string SetStatusFancy(UserStatus status)

8
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23
Assets/Scripts/Game/LocalUserVolume.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace LobbyRelaySample
{
[SerializeField]
public class LobbyUserAudio
{
public string ID { get; private set; }
public bool HasVoice;
public bool Muted;
public float UserVolume;
public LobbyUserAudio(string userID)
{
ID = userID;
HasVoice = false;
Muted = false;
UserVolume = 1;
}
}
}

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21
Assets/Scripts/UI/LobbyUserVolumeUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace LobbyRelaySample.UI
{
public class LobbyUserVolumeUI : UIPanelBase
{
public void EnableVoice()
{
Show();
}
public void DisableVoice()
{
Hide();
}
}
}

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33
Assets/Scripts/UI/MuteUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace LobbyRelaySample.UI
{
public class MuteUI : UIPanelBase
{
[SerializeField]
CanvasGroup m_voiceRings;
public void EnableVoice()
{
Show();
}
public void DisableVoice()
{
Hide(0.4f);
}
/* TODO : If we can hook in the volume from a user, we can plug it in here.
/// <summary>
/// Controls the visibility of the volume rings to show activity levels of the voice channel on this user.
/// </summary>
/// <param name="normalizedVolume"></param>
public void OnSoundDetected(float normalizedVolume)
{
m_voiceRings.alpha = normalizedVolume;
}
*/
}
}

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Assets/Art/Volume/volumeRings.png

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