浏览代码

Minor renames to clarify join codes.

Keep forgetting how to tag this, but let's try: [apply-change:a7f97ad3-049d-441d-8e2b-5f9e984488cc]
/main/staging/rate_limit_data
nathaniel.buck@unity3d.com 3 年前
当前提交
9f43a38a
共有 4 个文件被更改,包括 8 次插入11 次删除
  1. 13
      Assets/Prefabs/UI/JoinContent.prefab
  2. 2
      Assets/Scripts/Relay/RelayAPIInterface.cs
  3. 2
      Assets/Scripts/Relay/RelayUtpSetup.cs
  4. 2
      Assets/Scripts/UI/JoinMenuUI.cs

13
Assets/Prefabs/UI/JoinContent.prefab


m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
m_LobbyButtonPrefab: {fileID: 7018369548608736188, guid: f6d35a456ba76a24587dce83bd088b7d,
type: 3}
m_LobbyButtonPrefab: {fileID: 7018369548608736188, guid: f6d35a456ba76a24587dce83bd088b7d, type: 3}
m_LobbyButtonParent: {fileID: 7824921818678239159}
--- !u!114 &7550446569341709048
MonoBehaviour:

m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 1462126939442648229}
m_TargetAssemblyTypeName: LobbyRooms.UI.JoinMenuUI, LobbyRooms
m_MethodName: OnJoinCodeInputFieldChanged
m_TargetAssemblyTypeName: LobbyRelaySample.UI.JoinMenuUI, LobbyRelaySample
m_MethodName: OnLobbyCodeInputFieldChanged
m_Mode: 0
m_Arguments:
m_ObjectArgument: {fileID: 0}

propertyPath: m_Name
value: Spinner
objectReference: {fileID: 0}
- target: {fileID: 7859013680193933450, guid: c9b04951bd45e154b8096955d9bc8a0b,
type: 3}
- target: {fileID: 7859013680193933450, guid: c9b04951bd45e154b8096955d9bc8a0b, type: 3}
- target: {fileID: 8141644855275361747, guid: c9b04951bd45e154b8096955d9bc8a0b,
type: 3}
- target: {fileID: 8141644855275361747, guid: c9b04951bd45e154b8096955d9bc8a0b, type: 3}
propertyPath: m_Pivot.x
value: 0.5
objectReference: {fileID: 0}

2
Assets/Scripts/Relay/RelayAPIInterface.cs


onComplete.Invoke(a.Result.Data.JoinCode);
else
{
Debug.LogError($"Join Code Get returned a non Success code: {a.Status}");
Debug.LogError($"Relay GetJoinCodeAsync returned a non-success code: {a.Status}");
}
});
}

2
Assets/Scripts/Relay/RelayUtpSetup.cs


}
/// <summary>
/// Client logic: Wait until the join code is retrieved from the lobby's shared data. Then, use that code to get the Allocation to bind to, and
/// Client logic: Wait until the Relay join code is retrieved from the lobby's shared data. Then, use that code to get the Allocation to bind to, and
/// then create a connection to the host.
/// </summary>
public class RelayUtpSetupClient : RelayUtpSetup

2
Assets/Scripts/UI/JoinMenuUI.cs


m_LocalLobbySelected = lobby.Data;
}
public void OnJoinCodeInputFieldChanged(string newCode) // TODO: LobbyCode or JoinCode?
public void OnLobbyCodeInputFieldChanged(string newCode)
{
if (!string.IsNullOrEmpty(newCode))
m_LocalLobbySelected = new LocalLobby.LobbyData(newCode.ToUpper());

正在加载...
取消
保存