nathaniel.buck@unity3d.com
3 年前
当前提交
abf9da09
共有 110 个文件被更改,包括 18531 次插入 和 434 次删除
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116Assets/Prefabs/GameManager.prefab
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158Assets/Scenes/mainScene.unity
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3Assets/Scripts/Game/ServerAddress.cs
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4Assets/Scripts/Infrastructure/Locator.cs
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1Assets/Scripts/Infrastructure/Messenger.cs
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4Assets/Scripts/LobbyRelaySample.asmdef
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3Packages/manifest.json
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66Packages/packages-lock.json
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73ProjectSettings/DynamicsManager.asset
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2ProjectSettings/EditorSettings.asset
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127ProjectSettings/GraphicsSettings.asset
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59ProjectSettings/ProjectSettings.asset
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472ProjectSettings/QualitySettings.asset
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95ProjectSettings/TagManager.asset
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26ProjectSettings/VFXManager.asset
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1001Assets/Art/Background/game_background.png
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108Assets/Art/Background/game_background.png.meta
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352Assets/Art/Borders/glyph_bg_border.png
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96Assets/Art/Borders/glyph_bg_border.png.meta
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207Assets/Art/Borders/glyph_mask.png
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96Assets/Art/Borders/glyph_mask.png.meta
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8Assets/Art/Glyph.meta
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142Assets/Art/Icons/ClickParticleMat.mat
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8Assets/Art/Icons/ClickParticleMat.mat.meta
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1001Assets/Art/Icons/CursorIcon.png
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108Assets/Art/Icons/CursorIcon.png.meta
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8Assets/Art/VFX.meta
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8Assets/Prefabs/InGame.meta
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8Assets/Prefabs/Runes.meta
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8Assets/Renderer.meta
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8Assets/Scripts/Game/InGame.meta
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15ProjectSettings/URPProjectSettings.asset
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1001Assets/Art/Glyph/Symbols.png
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564Assets/Art/Glyph/Symbols.png.meta
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1001Assets/Art/VFX/Star.shadersubgraph
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10Assets/Art/VFX/Star.shadersubgraph.meta
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1001Assets/Art/VFX/StarField.shadergraph
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10Assets/Art/VFX/StarField.shadergraph.meta
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1001Assets/Art/VFX/StarGrid.shadersubgraph
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10Assets/Art/VFX/StarGrid.shadersubgraph.meta
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1001Assets/Art/VFX/StarGridLayer.shadersubgraph
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10Assets/Art/VFX/StarGridLayer.shadersubgraph.meta
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1001Assets/Art/VFX/StarGridLayerAnimation.shadersubgraph
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10Assets/Art/VFX/StarGridLayerAnimation.shadersubgraph.meta
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1001Assets/Art/VFX/TwirlingVoronoi.shadersubgraph
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10Assets/Art/VFX/TwirlingVoronoi.shadersubgraph.meta
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937Assets/Art/VFX/WobblyBorder.shadergraph
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10Assets/Art/VFX/WobblyBorder.shadergraph.meta
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1001Assets/Art/VFX/WobblyTexture.shadersubgraph
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10Assets/Art/VFX/WobblyTexture.shadersubgraph.meta
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7Assets/Prefabs/InGame/InGameLogic.prefab.meta
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7Assets/Prefabs/InGame/SymbolContainer.prefab.meta
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33Assets/Prefabs/InGame/SymbolData.asset
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8Assets/Prefabs/InGame/SymbolData.asset.meta
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7Assets/Prefabs/InGame/SymbolObject.prefab.meta
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7Assets/Prefabs/InGame/PlayerCursor.prefab.meta
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1001Assets/Prefabs/InGame/InGameLogic.prefab
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1001Assets/Prefabs/InGame/PlayerCursor.prefab
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120Assets/Prefabs/InGame/SymbolContainer.prefab
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238Assets/Prefabs/InGame/SymbolObject.prefab
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131Assets/Prefabs/Runes/Icon_wobbly.mat
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8Assets/Prefabs/Runes/Icon_wobbly.mat.meta
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7Assets/Prefabs/Runes/icon_bg.prefab.meta
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147Assets/Prefabs/Runes/icon_particle.mat
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8Assets/Prefabs/Runes/icon_particle.mat.meta
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130Assets/Prefabs/Runes/icon_starfield_bg.mat
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8Assets/Prefabs/Runes/icon_starfield_bg.mat.meta
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115Assets/Prefabs/Runes/starfield_bg.prefab
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7Assets/Prefabs/Runes/starfield_bg.prefab.meta
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1001Assets/Prefabs/Runes/icon_bg.prefab
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57Assets/Renderer/glyphGameURP.asset
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8Assets/Renderer/glyphGameURP.asset.meta
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44Assets/Renderer/glyphGameURP_Renderer.asset
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8Assets/Renderer/glyphGameURP_Renderer.asset.meta
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11Assets/Scripts/Game/InGame/InGameRunner.cs.meta
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11Assets/Scripts/Game/InGame/SetupInGame.cs.meta
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30Assets/Scripts/Game/InGame/SymbolContainer.cs
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11Assets/Scripts/Game/InGame/SymbolContainer.cs.meta
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18Assets/Scripts/Game/InGame/SymbolData.cs
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11Assets/Scripts/Game/InGame/SymbolData.cs.meta
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11Assets/Scripts/Game/InGame/PlayerCursor.cs.meta
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50Assets/Scripts/Game/InGame/SymbolObject.cs
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11Assets/Scripts/Game/InGame/SymbolObject.cs.meta
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13Assets/Scripts/Game/InGame/IInGameInputHandler.cs
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11Assets/Scripts/Game/InGame/IInGameInputHandler.cs.meta
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11Assets/Scripts/Game/InGame/SequenceSelector.cs.meta
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196Assets/Scripts/Game/InGame/InGameRunner.cs
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141Assets/Scripts/Game/InGame/SetupInGame.cs
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52Assets/Scripts/Game/InGame/Scorer.cs
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11Assets/Scripts/Game/InGame/Scorer.cs.meta
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34Assets/Scripts/Game/InGame/SymbolKillVolume.cs
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11Assets/Scripts/Game/InGame/SymbolKillVolume.cs.meta
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105Assets/Scripts/Game/InGame/PlayerCursor.cs
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128Assets/Scripts/Game/InGame/SequenceSelector.cs
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
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|||
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|
|||
using Unity.Netcode; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRelaySample.inGame |
|||
{ |
|||
[RequireComponent(typeof(Rigidbody))] |
|||
public class SymbolContainer : NetworkBehaviour |
|||
{ |
|||
public void Start() |
|||
{ |
|||
if (IsHost) |
|||
GetComponent<NetworkObject>().Spawn(); |
|||
} |
|||
|
|||
public override void OnNetworkSpawn() |
|||
{ |
|||
if (IsHost) |
|||
{ |
|||
// Note: The SymbolObjects, which will be children of this object, need their NetworkTransforms to have IsLocalSpace set to true. Otherwise, they might get desynced.
|
|||
// (This would manifest as packet loss errors.)
|
|||
// Also note: The initial position of the SymbolObject prefab is set to be outside the camera view in the Z-direction, so that it doesn't interpolate past the actual
|
|||
// position when it spawns on a client (as opposed to in the Y-direction, since this SymbolContainer is also moving downward).
|
|||
// TODO: Does that matter if we delay for the instructions?
|
|||
Rigidbody m_rb = this.GetComponent<Rigidbody>(); |
|||
m_rb.MovePosition(Vector3.up * 10); |
|||
m_rb.velocity = Vector3.down; |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 73a6c5df5c3139e448d76f8918fece73 |
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externalObjects: {} |
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userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRelaySample.inGame |
|||
{ |
|||
public class SymbolData : ScriptableObject |
|||
{ |
|||
[SerializeField] public List<Sprite> m_availableSymbols; |
|||
public int SymbolCount => m_availableSymbols.Count; |
|||
|
|||
public Sprite GetSymbolForIndex(int index) |
|||
{ |
|||
if (index < 0 || index >= m_availableSymbols.Count) |
|||
index = 0; |
|||
return m_availableSymbols[index]; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 26062727ed87bcc439ec8f0f86354a51 |
|||
MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
|||
defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
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guid: 1dff2bc874952454c9da192885efd32b |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using Unity.Netcode; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRelaySample.inGame |
|||
{ |
|||
/// <summary>
|
|||
/// This holds the logic and data for an individual symbol, which can be "clicked" if the server detects the collision with a player who sends a click input.
|
|||
/// </summary>
|
|||
public class SymbolObject : NetworkBehaviour |
|||
{ |
|||
[SerializeField] private SymbolData m_symbolData; |
|||
[SerializeField] private SpriteRenderer m_renderer; |
|||
[HideInInspector] public NetworkVariable<int> symbolIndex; // The index into SymbolData, not the index of this object.
|
|||
private ulong m_localId; |
|||
|
|||
public override void OnNetworkSpawn() |
|||
{ |
|||
symbolIndex.OnValueChanged += OnSymbolIndexSet; |
|||
m_localId = NetworkManager.Singleton.LocalClientId; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Because of the need to distinguish host vs. client calls, we use the symbolIndex NetworkVariable to learn what symbol to display.
|
|||
/// </summary>
|
|||
private void OnSymbolIndexSet(int prevValue, int newValue) |
|||
{ |
|||
m_renderer.sprite = m_symbolData.GetSymbolForIndex(symbolIndex.Value); |
|||
symbolIndex.OnValueChanged -= OnSymbolIndexSet; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// The host has confirmed this symbol as a valid selection (this player's cursor collides with it and it's also next in their target sequence), so handle any visual feedback.
|
|||
/// </summary>
|
|||
[ClientRpc] |
|||
public void OnSelectConfirmed_ClientRpc() |
|||
{ |
|||
// TODO: Visual effects here.
|
|||
} |
|||
|
|||
[ServerRpc] |
|||
public void Destroy_ServerRpc() |
|||
{ |
|||
// Actually destroying the symbol objects can cause garbage collection and other delays that might lead to desyncs.
|
|||
// Disabling the networked object can also cause issues, so instead, just move the object, and it will be cleaned up once the NetworkManager is destroyed.
|
|||
// (If object pooling, this is where to instead return it to the pool.)
|
|||
this.transform.localPosition = Vector3.down * 500; |
|||
// TODO: Visually disappear immediately.
|
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 63adacb71a52dcb41be1952af26573d8 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
namespace LobbyRelaySample.inGame |
|||
{ |
|||
public interface IInGameInputHandler : IProvidable<IInGameInputHandler> |
|||
{ |
|||
void OnPlayerInput(ulong id, SymbolObject selectedSymbol); |
|||
} |
|||
|
|||
public class InGameInputHandlerNoop : IInGameInputHandler |
|||
{ |
|||
public void OnPlayerInput(ulong id, SymbolObject selectedSymbol) { } |
|||
public void OnReProvided(IInGameInputHandler previousProvider) { } |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: c4f5cf8c17e4ba64ca47aa981116b358 |
|||
MonoImporter: |
|||
externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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fileFormatVersion: 2 |
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guid: 77910b5766924f044995dfe427e9eea3 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using Unity.Netcode; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRelaySample.inGame |
|||
{ |
|||
/// <summary>
|
|||
/// Once the NetworkManager has been spawned, we need something to manage the game state and setup other in-game objects
|
|||
/// that is itself a networked object, to track things like network connect events.
|
|||
/// </summary>
|
|||
public class InGameRunner : NetworkBehaviour, IInGameInputHandler |
|||
{ |
|||
private Action m_onConnectionVerified, m_onGameEnd; |
|||
private int m_expectedPlayerCount; // Used by the host, but we can't call the RPC until the network connection completes.
|
|||
private bool? m_canSpawnInGameObjects; |
|||
private Queue<Vector2> m_pendingSymbolPositions = new Queue<Vector2>(); |
|||
private float m_symbolSpawnTimer = 0.5f; // Initial time buffer to ensure connectivity before loading objects.
|
|||
private int m_remainingSymbolCount = 0; // Only used by the host.
|
|||
|
|||
[SerializeField] private NetworkObject m_playerCursorPrefab = default; |
|||
[SerializeField] private NetworkObject m_symbolContainerPrefab = default; |
|||
[SerializeField] private NetworkObject m_symbolObjectPrefab = default; |
|||
[SerializeField] private SequenceSelector m_sequenceSelector = default; |
|||
[SerializeField] private Scorer m_scorer = default; |
|||
[SerializeField] private SymbolKillVolume m_killVolume = default; |
|||
private Transform m_symbolContainerInstance; |
|||
|
|||
private ulong m_localId; // This is not necessarily the same as the OwnerClientId, since all clients will see all spawned objects regardless of ownership.
|
|||
|
|||
public void Initialize(Action onConnectionVerified, int expectedPlayerCount, Action onGameEnd) |
|||
{ |
|||
m_onConnectionVerified = onConnectionVerified; |
|||
m_expectedPlayerCount = expectedPlayerCount; |
|||
m_onGameEnd = onGameEnd; |
|||
m_canSpawnInGameObjects = null; |
|||
Locator.Get.Provide(this); // Simplifies access since some networked objects can't easily communicate locally (e.g. the host might call a ClientRpc without that client knowing where the call originated).
|
|||
} |
|||
|
|||
public override void OnNetworkSpawn() |
|||
{ |
|||
if (IsHost) |
|||
FinishInitialize(); |
|||
m_localId = NetworkManager.Singleton.LocalClientId; |
|||
VerifyConnection_ServerRpc(m_localId); |
|||
} |
|||
|
|||
public override void OnNetworkDespawn() |
|||
{ |
|||
m_onGameEnd(); // As a backup to ensure in-game objects get cleaned up, if this is disconnected unexpectedly.
|
|||
} |
|||
|
|||
private void FinishInitialize() |
|||
{ |
|||
m_symbolContainerInstance = NetworkObject.Instantiate(m_symbolContainerPrefab).transform; |
|||
ResetPendingSymbolPositions(); |
|||
m_killVolume.Initialize(OnSymbolDeactivated); |
|||
} |
|||
|
|||
private void ResetPendingSymbolPositions() |
|||
{ |
|||
m_pendingSymbolPositions.Clear(); |
|||
for (int n = 0; n < SequenceSelector.k_symbolCount; n++) |
|||
{ |
|||
// TEMP we need to do a BSP or some such to mix up the positions.
|
|||
m_pendingSymbolPositions.Enqueue(new Vector2(-9 + (n % 10) * 2, n / 10 * 3)); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// To verify the connection, invoke a server RPC call that then invokes a client RPC call.
|
|||
/// </summary>
|
|||
[ServerRpc(RequireOwnership = false)] |
|||
private void VerifyConnection_ServerRpc(ulong clientId) |
|||
{ |
|||
VerifyConnection_ClientRpc(clientId); |
|||
|
|||
// If not spawning things in the background, start doing so.
|
|||
m_canSpawnInGameObjects = true; |
|||
} |
|||
[ClientRpc] |
|||
private void VerifyConnection_ClientRpc(ulong clientId) |
|||
{ |
|||
if (clientId == m_localId) |
|||
VerifyConnectionConfirm_ServerRpc(m_localId); |
|||
} |
|||
/// <summary>
|
|||
/// Once the connection is confirmed, check if all players have connected.
|
|||
/// </summary>
|
|||
[ServerRpc(RequireOwnership = false)] |
|||
private void VerifyConnectionConfirm_ServerRpc(ulong clientId) |
|||
{ |
|||
NetworkObject playerCursor = NetworkObject.Instantiate(m_playerCursorPrefab); |
|||
playerCursor.SpawnWithOwnership(clientId); |
|||
playerCursor.name += clientId; |
|||
|
|||
bool areAllPlayersConnected = NetworkManager.ConnectedClients.Count >= m_expectedPlayerCount; // The game will begin at this point, or else there's a timeout for booting any unconnected players.
|
|||
VerifyConnectionConfirm_ClientRpc(clientId, areAllPlayersConnected); |
|||
} |
|||
[ClientRpc] |
|||
private void VerifyConnectionConfirm_ClientRpc(ulong clientId, bool shouldStartImmediately) |
|||
{ |
|||
if (clientId == m_localId) |
|||
m_onConnectionVerified?.Invoke(); |
|||
if (shouldStartImmediately) |
|||
Locator.Get.Messenger.OnReceiveMessage(MessageType.GameBeginning, null); |
|||
} |
|||
|
|||
public void Update() |
|||
{ |
|||
CheckIfCanSpawnNewSymbol(); |
|||
|
|||
// TODO: BSP for choosing symbol spawn positions?
|
|||
// TODO: Remove the timer to test for packet loss.
|
|||
void CheckIfCanSpawnNewSymbol() |
|||
{ |
|||
if (!m_canSpawnInGameObjects.GetValueOrDefault() || m_remainingSymbolCount >= SequenceSelector.k_symbolCount || !IsHost) |
|||
return; |
|||
if (m_pendingSymbolPositions.Count > 0) |
|||
{ |
|||
m_symbolSpawnTimer -= Time.deltaTime; |
|||
if (m_symbolSpawnTimer < 0) |
|||
{ |
|||
m_symbolSpawnTimer = 0.02f; // Space out the object spawning a little to prevent a lag spike.
|
|||
SpawnNewSymbol(); |
|||
if (m_remainingSymbolCount >= SequenceSelector.k_symbolCount) |
|||
m_canSpawnInGameObjects = false; |
|||
} |
|||
} |
|||
} |
|||
void SpawnNewSymbol() |
|||
{ |
|||
int index = SequenceSelector.k_symbolCount - m_pendingSymbolPositions.Count; |
|||
Vector3 pendingPos = m_pendingSymbolPositions.Dequeue(); |
|||
NetworkObject symbolObj = NetworkObject.Instantiate(m_symbolObjectPrefab); |
|||
symbolObj.Spawn(); |
|||
symbolObj.name = "Symbol" + index; |
|||
symbolObj.TrySetParent(m_symbolContainerInstance, false); |
|||
symbolObj.transform.localPosition = pendingPos; |
|||
symbolObj.GetComponent<SymbolObject>().symbolIndex.Value = m_sequenceSelector.GetNextSymbol(index); |
|||
m_remainingSymbolCount++; |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Called while on the host to determine if incoming input has scored or not.
|
|||
/// </summary>
|
|||
public void OnPlayerInput(ulong id, SymbolObject selectedSymbol) |
|||
{ |
|||
if (m_sequenceSelector.ConfirmSymbolCorrect(id, selectedSymbol.symbolIndex.Value)) |
|||
{ |
|||
selectedSymbol.OnSelectConfirmed_ClientRpc(); |
|||
selectedSymbol.Destroy_ServerRpc(); |
|||
m_scorer.ScoreSuccess(id); |
|||
OnSymbolDeactivated(); |
|||
} |
|||
else |
|||
m_scorer.ScoreFailure(id); |
|||
} |
|||
|
|||
public void OnSymbolDeactivated() |
|||
{ |
|||
if (--m_remainingSymbolCount <= 0) |
|||
EndGame_ServerRpc(); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// The server determines when the game should end. Once it does, it needs to inform the clients to clean up their networked objects first,
|
|||
/// since disconnecting before that happens will prevent them from doing so (since they can't receive despawn events from the disconnected server).
|
|||
/// </summary>
|
|||
[ServerRpc] |
|||
private void EndGame_ServerRpc() |
|||
{ |
|||
// TODO: Display results
|
|||
this.StartCoroutine(EndGame()); |
|||
} |
|||
|
|||
private IEnumerator EndGame() |
|||
{ |
|||
EndGame_ClientRpc(); |
|||
yield return null; |
|||
m_onGameEnd(); |
|||
} |
|||
|
|||
[ClientRpc] |
|||
private void EndGame_ClientRpc() |
|||
{ |
|||
if (IsHost) |
|||
return; |
|||
m_onGameEnd(); |
|||
} |
|||
|
|||
public void OnReProvided(IInGameInputHandler previousProvider) { /*No-op*/ } |
|||
} |
|||
} |
|
|||
using System; |
|||
using Unity.Netcode; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRelaySample.inGame |
|||
{ |
|||
/// <summary>
|
|||
/// Once the local player is in a lobby and that lobby has entered the In-Game state, this will load in whatever is necessary to actually run the game part.
|
|||
/// This will exist in the game scene so that it can hold references to scene objects that spawned prefab instances will need.
|
|||
/// </summary>
|
|||
public class SetupInGame : MonoBehaviour, IReceiveMessages |
|||
{ |
|||
[SerializeField] private GameObject m_prefabNetworkManager = default; |
|||
[SerializeField] private LocalLobbyObserver m_lobbyObserver = default; |
|||
[SerializeField] private GameObject[] m_disableWhileInGame = default; |
|||
|
|||
private GameObject m_inGameManagerObj; |
|||
private NetworkManager m_networkManager; |
|||
private InGameRunner m_inGameRunner; |
|||
private int m_playerCount; // The server will need to know this.
|
|||
|
|||
private bool m_isHost; |
|||
private bool m_doesNeedCleanup = false; |
|||
private bool m_hasConnectedViaNGO = false; |
|||
|
|||
// TEMP? Relay stuff
|
|||
private ServerAddress m_serverAddress; |
|||
private Action<UnityTransport> m_initializeTransport; |
|||
|
|||
|
|||
/* |
|||
* Things to do: |
|||
* |
|||
* x Disable whatever menu behaviors. Maintain a back button with additional RPC calls? |
|||
* --- Need to make RelayUtpClient not an MB so I can freely disable the menus? It is on the GameManager, as it happens, but... |
|||
* x Spawn the object with the NetworkManager and allow that to connect. |
|||
* - Wait for all players to connect, or boot a player after a few seconds (via Relay) if they did not connect. |
|||
* x While waiting, server selects the target sequence, spawns the symbol container, and starts pooling/spawning the symbol objects. |
|||
* - Once all players are in, show the target sequence and instructions, and then the server starts moving the symbol container and listening to click events. |
|||
* - After the symbols are all passed (I guess tracking the symbol container position or a timeout), finish the game (set the winner flag). |
|||
* x Clients clean up and return to the lobby screen. Host sets the lobby back to the regular state. |
|||
* |
|||
*/ |
|||
|
|||
public void Start() |
|||
{ |
|||
Locator.Get.Messenger.Subscribe(this); |
|||
m_lobbyObserver.OnObservedUpdated.AddListener(UpdatePlayerCount); |
|||
} |
|||
public void OnDestroy() |
|||
{ |
|||
Locator.Get.Messenger.Unsubscribe(this); |
|||
m_lobbyObserver.OnObservedUpdated.RemoveListener(UpdatePlayerCount); |
|||
} |
|||
|
|||
private void SetMenuVisibility(bool areVisible) |
|||
{ |
|||
foreach (GameObject go in m_disableWhileInGame) |
|||
go.SetActive(areVisible); |
|||
} |
|||
|
|||
private void CreateNetworkManager() |
|||
{ |
|||
m_inGameManagerObj = GameObject.Instantiate(m_prefabNetworkManager); |
|||
m_networkManager = m_inGameManagerObj.GetComponentInChildren<NetworkManager>(); |
|||
m_inGameRunner = m_inGameManagerObj.GetComponentInChildren<InGameRunner>(); |
|||
m_inGameRunner.Initialize(OnConnectionVerified, m_playerCount, OnGameEnd); |
|||
|
|||
// TODO: I'll need this when we switch to the Relay Unity Transport option.
|
|||
//UnityTransport transport = m_inGameManagerObj.GetComponentInChildren<UnityTransport>();
|
|||
//transport.SetConnectionData(m_serverAddress.IP, (ushort)m_serverAddress.Port);
|
|||
//m_initializeTransport(transport);
|
|||
|
|||
if (m_isHost) |
|||
m_networkManager.StartHost(); |
|||
else |
|||
m_networkManager.StartClient(); |
|||
} |
|||
|
|||
private void UpdatePlayerCount(LocalLobby lobby) |
|||
{ m_playerCount = lobby.PlayerCount; |
|||
} |
|||
|
|||
private void OnConnectionVerified() |
|||
{ |
|||
m_hasConnectedViaNGO = true; |
|||
} |
|||
|
|||
public void SetRelayAddress(LocalLobby changed) |
|||
{ |
|||
m_serverAddress = changed.RelayServer; // Note that this could be null.
|
|||
} |
|||
|
|||
public void OnLocalUserChange(LobbyUser user) |
|||
{ |
|||
m_isHost = user.IsHost; |
|||
} |
|||
|
|||
public void SetRelayServerData(string address, int port, byte[] allocationBytes, byte[] key, byte[] connectionData, byte[] hostConnectionData, bool isSecure) |
|||
{ |
|||
m_initializeTransport = (transport) => { transport.SetRelayServerData(address, (ushort)port, allocationBytes, key, connectionData, hostConnectionData, isSecure); }; |
|||
} |
|||
|
|||
public void OnReceiveMessage(MessageType type, object msg) |
|||
{ |
|||
if (type == MessageType.ConfirmInGameState) |
|||
{ |
|||
m_doesNeedCleanup = true; |
|||
SetMenuVisibility(false); |
|||
CreateNetworkManager(); |
|||
} |
|||
|
|||
else if (type == MessageType.GameBeginning) |
|||
{ |
|||
if (!m_hasConnectedViaNGO) |
|||
{ |
|||
// If this player hasn't successfully connected via NGO, get booted.
|
|||
Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, "Failed to join the game."); |
|||
// TODO: Need to handle both failing to connect and connecting but failing to initialize.
|
|||
// I.e. cleaning up networked objects *might* be necessary.
|
|||
} |
|||
} |
|||
|
|||
else if (type == MessageType.ChangeGameState) |
|||
{ |
|||
// Once we're in-game, any state change reflects the player leaving the game, so we should clean up.
|
|||
OnGameEnd(); |
|||
} |
|||
} |
|||
|
|||
private void OnGameEnd() |
|||
{ |
|||
if (m_doesNeedCleanup) |
|||
{ |
|||
GameObject.Destroy(m_inGameManagerObj); // Since this destroys the NetworkManager, that will kick off cleaning up networked objects.
|
|||
SetMenuVisibility(true); |
|||
m_doesNeedCleanup = false; |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
using System.Collections.Generic; |
|||
using TMPro; |
|||
using Unity.Netcode; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRelaySample.inGame |
|||
{ |
|||
// TODO: I'm using host and server interchangeably...
|
|||
|
|||
/// <summary>
|
|||
/// Used by the host to actually track scores for all players, and by each client to monitor for updates to their own score.
|
|||
/// </summary>
|
|||
public class Scorer : NetworkBehaviour |
|||
{ |
|||
// TODO: Most of the ints could be bytes?
|
|||
private Dictionary<ulong, int> m_scoresByClientId = new Dictionary<ulong, int>(); |
|||
private ulong m_localId; |
|||
[SerializeField] private TMP_Text m_scoreOutputText = default; |
|||
|
|||
public override void OnNetworkSpawn() |
|||
{ |
|||
m_localId = NetworkManager.Singleton.LocalClientId; |
|||
AddClient_ServerRpc(m_localId); |
|||
} |
|||
|
|||
[ServerRpc(RequireOwnership = false)] |
|||
private void AddClient_ServerRpc(ulong id) |
|||
{ |
|||
if (!m_scoresByClientId.ContainsKey(id)) |
|||
m_scoresByClientId.Add(id, 0); |
|||
} |
|||
|
|||
public void ScoreSuccess(ulong id) |
|||
{ |
|||
m_scoresByClientId[id] += 5; |
|||
UpdateScoreOutput_ClientRpc(id, m_scoresByClientId[id]); |
|||
} |
|||
|
|||
public void ScoreFailure(ulong id) |
|||
{ |
|||
m_scoresByClientId[id] -= 1; |
|||
UpdateScoreOutput_ClientRpc(id, m_scoresByClientId[id]); |
|||
} |
|||
|
|||
[ClientRpc] |
|||
private void UpdateScoreOutput_ClientRpc(ulong id, int score) |
|||
{ |
|||
if (m_localId == id) |
|||
m_scoreOutputText.text = score.ToString("00"); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: d90dac0e0ae417b4ea7f60baf966db37 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRelaySample.inGame |
|||
{ |
|||
/// <summary>
|
|||
/// Used by the host to deactivate symbol objects once they're off-screen.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(Collider))] |
|||
public class SymbolKillVolume : MonoBehaviour |
|||
{ |
|||
private bool m_isInitialized = false; |
|||
private Action m_onSymbolCollided; |
|||
|
|||
public void Initialize(Action onSymbolCollided) |
|||
{ |
|||
m_onSymbolCollided = onSymbolCollided; |
|||
m_isInitialized = true; |
|||
} |
|||
|
|||
public void OnTriggerEnter(Collider other) |
|||
{ |
|||
if (!m_isInitialized) |
|||
return; |
|||
|
|||
SymbolObject symbolObj = other.GetComponent<SymbolObject>(); |
|||
if (symbolObj != null) |
|||
{ |
|||
symbolObj.Destroy_ServerRpc(); |
|||
m_onSymbolCollided?.Invoke(); |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: cdfa9a141b4e8ee4a8d88982568d94c8 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections.Generic; |
|||
using Unity.Netcode; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRelaySample.inGame |
|||
{ |
|||
/// <summary>
|
|||
/// Each player's cursor needs to be controlled by them and visible to the other players.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(Collider))] |
|||
public class PlayerCursor : NetworkBehaviour |
|||
{ |
|||
[SerializeField] private SpriteRenderer m_renderer = default; |
|||
[SerializeField] private ParticleSystem m_onClickParticles = default; |
|||
private Camera m_mainCamera; |
|||
private NetworkVariable<Vector3> m_position = new NetworkVariable<Vector3>(NetworkVariableReadPermission.Everyone, Vector3.zero); |
|||
private ulong m_localId; |
|||
|
|||
// The host is responsible for determining if a player has successfully selected a symbol object, since collisions should be handled serverside.
|
|||
private List<SymbolObject> m_currentlyCollidingSymbols; |
|||
|
|||
// We can't pass object references as RPC calls by default, and we don't have a different convenient way to, I think,
|
|||
// get the object spawned on the server to assign some member on the client, so instead let's retrieve dynamically what we need.
|
|||
// I guess I'd just have a "singleton" to hold the references?
|
|||
public override void OnNetworkSpawn() |
|||
{ |
|||
m_mainCamera = GameObject.Find("InGameCamera").GetComponent<Camera>(); |
|||
if (IsHost) |
|||
m_currentlyCollidingSymbols = new List<SymbolObject>(); |
|||
m_localId = NetworkManager.Singleton.LocalClientId; |
|||
// Other players' cursors should be less prominent than the local player's cursor.
|
|||
if (OwnerClientId != m_localId) |
|||
{ m_renderer.transform.localScale *= 0.75f; |
|||
m_renderer.color = new Color(1, 1, 1, 0.5f); |
|||
var trails = m_onClickParticles.trails; |
|||
trails.colorOverLifetime = new ParticleSystem.MinMaxGradient(Color.grey); |
|||
} |
|||
} |
|||
|
|||
// Don't love having the input here, but it doesn't need to be anywhere else.
|
|||
private bool IsSelectInputHit() |
|||
{ |
|||
return Input.GetMouseButtonDown(0); |
|||
} |
|||
|
|||
public void Update() // TODO: FixedUpdate?
|
|||
{ |
|||
transform.position = m_position.Value; |
|||
if (m_mainCamera == null || !IsOwner) |
|||
return; |
|||
|
|||
Vector3 targetPos = (Vector2)m_mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -m_mainCamera.transform.position.z)); |
|||
SetPosition_ServerRpc(targetPos); // Client can't set a network variable value.
|
|||
if (IsSelectInputHit()) |
|||
SendInput_ServerRpc(m_localId); |
|||
} |
|||
|
|||
[ServerRpc] // Leave RequireOwnership = true for these so that only the player whose cursor this is can make updates.
|
|||
private void SetPosition_ServerRpc(Vector3 position) |
|||
{ |
|||
m_position.Value = position; |
|||
} |
|||
|
|||
[ServerRpc] |
|||
private void SendInput_ServerRpc(ulong id) |
|||
{ |
|||
if (m_currentlyCollidingSymbols.Count > 0) |
|||
{ |
|||
SymbolObject symbol = m_currentlyCollidingSymbols[0]; |
|||
m_currentlyCollidingSymbols.RemoveAt(0); |
|||
Locator.Get.InGameInputHandler.OnPlayerInput(id, symbol); |
|||
} |
|||
OnInputVisuals_ClientRpc(); |
|||
} |
|||
|
|||
[ClientRpc] |
|||
private void OnInputVisuals_ClientRpc() |
|||
{ |
|||
m_onClickParticles.Stop(false, ParticleSystemStopBehavior.StopEmitting); |
|||
m_onClickParticles.Play(); |
|||
} |
|||
|
|||
public void OnTriggerEnter(Collider other) |
|||
{ |
|||
if (!IsHost) |
|||
return; |
|||
SymbolObject symbol = other.GetComponent<SymbolObject>(); |
|||
if (symbol == null) |
|||
return; |
|||
if (!m_currentlyCollidingSymbols.Contains(symbol)) |
|||
m_currentlyCollidingSymbols.Add(symbol); |
|||
} |
|||
|
|||
public void OnTriggerExit(Collider other) |
|||
{ |
|||
if (!IsHost) |
|||
return; |
|||
SymbolObject symbol = other.GetComponent<SymbolObject>(); |
|||
if (symbol == null) |
|||
return; |
|||
if (m_currentlyCollidingSymbols.Contains(symbol)) |
|||
m_currentlyCollidingSymbols.Remove(symbol); |
|||
} |
|||
} |
|||
} |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using Unity.Netcode; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
|
|||
namespace LobbyRelaySample.inGame |
|||
{ |
|||
/// <summary>
|
|||
/// Handles selecting the randomized sequence of symbols to spawn. This also selects a subset of the selected symbols to be the target
|
|||
/// sequence that each player needs to select in order.
|
|||
/// </summary>
|
|||
public class SequenceSelector : NetworkBehaviour |
|||
{ |
|||
[SerializeField] private SymbolData m_symbolData = default; |
|||
[SerializeField] private Image[] m_targetSequenceOutput = default; |
|||
public const int k_symbolCount = 100; |
|||
private bool m_hasReceivedTargetSequence = false; // TODO: Perhaps split up members by client vs. host?
|
|||
private ulong m_localId; |
|||
|
|||
private List<int> m_fullSequence = new List<int>(); // This is owned by the host, and each index is assigned as a NetworkVariable to each SymbolObject.
|
|||
private NetworkList<int> m_targetSequence; // This is owned by the host but needs to be available to all clients, so it's a NetworkedList here.
|
|||
private Dictionary<ulong, int> m_targetSequenceIndexPerPlayer = new Dictionary<ulong, int>(); // Also owned by the host, indexed by client ID.
|
|||
|
|||
public void Awake() |
|||
{ |
|||
m_targetSequence = new NetworkList<int>(); |
|||
} |
|||
|
|||
public override void OnNetworkSpawn() |
|||
{ |
|||
if (IsHost) |
|||
{ |
|||
// Choose some subset of the list of symbols to be present in this game, along with a target sequence.
|
|||
List<int> symbolsForThisGame = SelectSymbols(m_symbolData.m_availableSymbols.Count, 8); |
|||
m_targetSequence.Add(symbolsForThisGame[0]); |
|||
m_targetSequence.Add(symbolsForThisGame[1]); |
|||
m_targetSequence.Add(symbolsForThisGame[2]); |
|||
|
|||
// Then, ensure that the target sequence is present in order throughout most of the full set of symbols to spawn.
|
|||
int numTargetSequences = k_symbolCount / 6; // About 1/2 of the 3 symbols will be definitely part of the target sequence.
|
|||
for (; numTargetSequences >= 0; numTargetSequences--) |
|||
{ m_fullSequence.Add(m_targetSequence[2]); // We want a List instead of a Queue or Stack for faster insertion, but we will remove indices backwards so as to not reshift other entries.
|
|||
m_fullSequence.Add(m_targetSequence[1]); |
|||
m_fullSequence.Add(m_targetSequence[0]); |
|||
} |
|||
// Then, fill in with a good mix of the remaining symbols.
|
|||
AddHalfRemaining(3, 2); |
|||
AddHalfRemaining(4, 2); |
|||
AddHalfRemaining(5, 2); |
|||
AddHalfRemaining(6, 2); |
|||
AddHalfRemaining(7, 1); |
|||
|
|||
void AddHalfRemaining(int symbolIndex, int divider) |
|||
{ |
|||
int remaining = k_symbolCount - m_fullSequence.Count; |
|||
for (int n = 0; n < remaining / divider; n++) |
|||
{ |
|||
int randomIndex = UnityEngine.Random.Range(0, m_fullSequence.Count); |
|||
m_fullSequence.Insert(randomIndex, symbolsForThisGame[symbolIndex]); |
|||
} |
|||
} |
|||
} |
|||
m_localId = NetworkManager.Singleton.LocalClientId; |
|||
AddClient_ServerRpc(m_localId); |
|||
} |
|||
|
|||
[ServerRpc(RequireOwnership = false)] |
|||
private void AddClient_ServerRpc(ulong id) |
|||
{ |
|||
m_targetSequenceIndexPerPlayer.Add(id, 0); |
|||
} |
|||
|
|||
// Very simple random selection. Duplicates are allowed.
|
|||
private static List<int> SelectSymbols(int numOptions, int targetCount) |
|||
{ |
|||
List<int> list = new List<int>(); |
|||
for (int n = 0; n < targetCount; n++) |
|||
list.Add(UnityEngine.Random.Range(0, numOptions)); |
|||
return list; |
|||
} |
|||
|
|||
public void Update() |
|||
{ |
|||
// We can't guarantee timing with the host's selection of the target sequence, so retrieve it once it's available.
|
|||
if (!m_hasReceivedTargetSequence && m_targetSequence.Count > 0) |
|||
{ |
|||
for (int n = 0; n < m_targetSequence.Count; n++) |
|||
m_targetSequenceOutput[n].sprite = m_symbolData.GetSymbolForIndex(m_targetSequence[n]); |
|||
m_hasReceivedTargetSequence = true; |
|||
ScaleTargetUi(m_localId, 0); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// If the index is correct, this will advance the current sequence index.
|
|||
/// </summary>
|
|||
public bool ConfirmSymbolCorrect(ulong id, int symbolIndex) |
|||
{ |
|||
int index = m_targetSequenceIndexPerPlayer[id]; |
|||
if (symbolIndex != m_targetSequence[index]) |
|||
return false; |
|||
if (++index >= m_targetSequence.Count) |
|||
index = 0; |
|||
m_targetSequenceIndexPerPlayer[id] = index; |
|||
|
|||
ScaleTargetUi_ClientRpc(id, index); |
|||
return true; |
|||
} |
|||
|
|||
[ClientRpc] |
|||
private void ScaleTargetUi_ClientRpc(ulong id, int sequenceIndex) |
|||
{ |
|||
ScaleTargetUi(id, sequenceIndex); |
|||
} |
|||
private void ScaleTargetUi(ulong id, int sequenceIndex) |
|||
{ |
|||
if (NetworkManager.Singleton.LocalClientId == id) |
|||
for (int i = 0; i < m_targetSequenceOutput.Length; i++) |
|||
m_targetSequenceOutput[i].transform.localScale = Vector3.one * (sequenceIndex == i ? 1 : 0.7f); |
|||
} |
|||
|
|||
public int GetNextSymbol(int symbolObjectIndex) |
|||
{ |
|||
return m_fullSequence[symbolObjectIndex]; |
|||
} |
|||
} |
|||
} |
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