GitHub
3 年前
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b6f5b166
共有 337 个文件被更改,包括 16914 次插入 和 0 次删除
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64README.md
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8Assets/Scenes.meta
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8Assets/Scripts.meta
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8Assets/Prefabs.meta
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8Assets/Prefabs/Configs.meta
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15Assets/Prefabs/Configs/Relay-Prod.asset
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8Assets/Prefabs/Configs/Relay-Prod.asset.meta
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15Assets/Prefabs/Configs/Relay-Staging.asset
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8Assets/Prefabs/Configs/Relay-Staging.asset.meta
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15Assets/Prefabs/Configs/Rooms-Prod.asset
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8Assets/Prefabs/Configs/Rooms-Prod.asset.meta
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15Assets/Prefabs/Configs/Rooms-Staging.asset
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8Assets/Prefabs/Configs/Rooms-Staging.asset.meta
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85Assets/Prefabs/GameStateManager.prefab
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7Assets/Prefabs/GameStateManager.prefab.meta
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8Assets/Prefabs/UI.meta
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417Assets/Prefabs/UI/BackButtonBG.prefab
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7Assets/Prefabs/UI/BackButtonBG.prefab.meta
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1001Assets/Prefabs/UI/CreateContent.prefab
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7Assets/Prefabs/UI/CreateContent.prefab.meta
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523Assets/Prefabs/UI/DungeonCardUI.prefab
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7Assets/Prefabs/UI/DungeonCardUI.prefab.meta
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1001Assets/Prefabs/UI/GameCanvas.prefab
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7Assets/Prefabs/UI/GameCanvas.prefab.meta
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1001Assets/Prefabs/UI/JoinContent.prefab
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7Assets/Prefabs/UI/JoinContent.prefab.meta
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1001Assets/Prefabs/UI/JoinCreateRoomCanvas.prefab
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7Assets/Prefabs/UI/JoinCreateRoomCanvas.prefab.meta
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94Assets/Prefabs/UI/JoiningGamePopUp.prefab
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7Assets/Prefabs/UI/JoiningGamePopUp.prefab.meta
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514Assets/Prefabs/UI/LobbyButtonUI.prefab
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7Assets/Prefabs/UI/LobbyButtonUI.prefab.meta
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760Assets/Prefabs/UI/LobbyCodeCanvas.prefab
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7Assets/Prefabs/UI/LobbyCodeCanvas.prefab.meta
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1001Assets/Prefabs/UI/LobbyGameCanvas.prefab
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7Assets/Prefabs/UI/LobbyGameCanvas.prefab.meta
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631Assets/Prefabs/UI/MainMenuCanvas.prefab
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7Assets/Prefabs/UI/MainMenuCanvas.prefab.meta
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991Assets/Prefabs/UI/PlayerCardPanel.prefab
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7Assets/Prefabs/UI/PlayerCardPanel.prefab.meta
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1001Assets/Prefabs/UI/PlayerInteractionPanel.prefab
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7Assets/Prefabs/UI/PlayerInteractionPanel.prefab.meta
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1001Assets/Prefabs/UI/PlayerList.prefab
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7Assets/Prefabs/UI/PlayerList.prefab.meta
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803Assets/Prefabs/UI/RelayCodeCanvas.prefab
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7Assets/Prefabs/UI/RelayCodeCanvas.prefab.meta
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631Assets/Prefabs/UI/RenameCanvas.prefab
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7Assets/Prefabs/UI/RenameCanvas.prefab.meta
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1001Assets/Prefabs/UI/RenamePopup.prefab
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7Assets/Prefabs/UI/RenamePopup.prefab.meta
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894Assets/Scenes/MVVMUITest.unity
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1001Assets/Scenes/mainMenu.unity
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7Assets/Scenes/mainMenu.unity.meta
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7Assets/Scenes/MVVMUITest.unity.meta
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8Assets/Scripts/Utilities.meta
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8Assets/Scripts/Auth.meta
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88Assets/Scripts/Auth/Identity.cs
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51Assets/Scripts/Auth/SubIdentity_Authentication.cs
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11Assets/Scripts/Auth/Identity.cs.meta
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11Assets/Scripts/Auth/SubIdentity_Authentication.cs.meta
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8Assets/Scripts/Entities.meta
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227Assets/Scripts/Entities/GameStateManager.cs
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11Assets/Scripts/Entities/GameStateManager.cs.meta
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221Assets/Scripts/Entities/LobbyData.cs
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9Assets/Scripts/Entities/LobbyDataObserver.cs
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72Assets/Scripts/Entities/LobbyReadyCheck.cs
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33Assets/Scripts/Entities/LobbyServiceData.cs
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8Assets/Scripts/Entities/LobbyServiceDataObserver.cs
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126Assets/Scripts/Entities/LobbyUser.cs
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12Assets/Scripts/Entities/LobbyUserObserver.cs
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45Assets/Scripts/Entities/LocalGameState.cs
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8Assets/Scripts/Entities/LocalGameStateObserver.cs
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28Assets/Scripts/Entities/ServerAddress.cs
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11Assets/Scripts/Entities/LobbyData.cs.meta
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11Assets/Scripts/Entities/LobbyDataObserver.cs.meta
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11Assets/Scripts/Entities/LobbyReadyCheck.cs.meta
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11Assets/Scripts/Entities/LobbyServiceData.cs.meta
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11Assets/Scripts/Entities/LobbyServiceDataObserver.cs.meta
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11Assets/Scripts/Entities/LobbyUser.cs.meta
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11Assets/Scripts/Entities/LobbyUserObserver.cs.meta
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11Assets/Scripts/Entities/LocalGameState.cs.meta
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11Assets/Scripts/Entities/LocalGameStateObserver.cs.meta
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11Assets/Scripts/Entities/ServerAddress.cs.meta
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8Assets/Scripts/Infrastructure.meta
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34Assets/Scripts/Infrastructure/Observed.cs
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57Assets/Scripts/Infrastructure/ObserverBehaviour.cs
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12Assets/Scripts/Infrastructure/ServiceConfig.cs
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20Assets/Scripts/Infrastructure/ServicePathSetter.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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1001
Assets/Scenes/mainMenu.unity
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
查看文件
|
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|||
assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: 4e59a0c0ec4227344bcc4a4f79c8ac31 |
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folderAsset: yes |
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fileFormatVersion: 2 |
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|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using Utilities; |
|||
|
|||
namespace LobbyRooms.Auth |
|||
{ |
|||
/// <summary>
|
|||
/// Each context will have its own identity needs, so we'll allow each to define whatever parameters it needs.
|
|||
/// Anything that accesses the contents should know what it's looking for.
|
|||
/// </summary>
|
|||
public class SubIdentity : Observed<SubIdentity> |
|||
{ |
|||
protected Dictionary<string, string> m_contents = new Dictionary<string, string>(); |
|||
|
|||
public string GetContent(string key) |
|||
{ |
|||
if (!m_contents.ContainsKey(key)) |
|||
m_contents.Add(key, null); // Not alerting observers via OnChanged until the value is actually present (especially since this could be called by an observer, which would be cyclical).
|
|||
return m_contents[key]; |
|||
} |
|||
|
|||
public void SetContent(string key, string value) |
|||
{ |
|||
if (!m_contents.ContainsKey(key)) |
|||
m_contents.Add(key, value); |
|||
else |
|||
m_contents[key] = value; |
|||
OnChanged(this); |
|||
} |
|||
|
|||
public override void CopyObserved(SubIdentity oldObserved) |
|||
{ |
|||
m_contents = oldObserved.m_contents; |
|||
} |
|||
} |
|||
|
|||
public enum IIdentityType { Local = 0, Auth } |
|||
|
|||
public interface IIdentity : IProvidable<IIdentity> |
|||
{ |
|||
SubIdentity GetSubIdentity(IIdentityType identityType); |
|||
} |
|||
|
|||
public class IdentityNoop : IIdentity |
|||
{ |
|||
public SubIdentity GetSubIdentity(IIdentityType identityType) { return null; } |
|||
public void OnReProvided(IIdentity other) { } |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Our internal representation of a player, wrapping the data required for interfacing with the identities of that player in the services.
|
|||
/// One will be created for the local player, as well as for each other member of the room.
|
|||
/// (TODO: If that's the case, reevaluate the usage as a Located service.)
|
|||
/// </summary>
|
|||
public class Identity : IIdentity |
|||
{ |
|||
private Dictionary<IIdentityType, SubIdentity> m_subIdentities = new Dictionary<IIdentityType, SubIdentity>(); |
|||
|
|||
public Identity() |
|||
{ |
|||
m_subIdentities.Add(IIdentityType.Local, new SubIdentity()); |
|||
m_subIdentities.Add(IIdentityType.Auth, new SubIdentity_Authentication()); |
|||
} |
|||
public Identity(Action callbackOnAuthLogin) |
|||
{ |
|||
m_subIdentities.Add(IIdentityType.Local, new SubIdentity()); |
|||
m_subIdentities.Add(IIdentityType.Auth, new SubIdentity_Authentication(callbackOnAuthLogin)); |
|||
} |
|||
|
|||
// Need: Query for the current ID for this player with whatever service, to then be able to get info from that service.
|
|||
// e.g. What is this player's Vivox SIP so that we can join a channel?
|
|||
|
|||
public SubIdentity GetSubIdentity(IIdentityType identityType) |
|||
{ |
|||
return m_subIdentities[identityType]; |
|||
} |
|||
|
|||
public void OnReProvided(IIdentity prev) |
|||
{ |
|||
if (prev is Identity) |
|||
{ |
|||
Identity prevIdentity = prev as Identity; |
|||
foreach (var entry in prevIdentity.m_subIdentities) |
|||
m_subIdentities.Add(entry.Key, entry.Value); |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
using System; |
|||
using Unity.Services.Authentication; |
|||
using Unity.Services.Core; |
|||
|
|||
namespace LobbyRooms.Auth |
|||
{ |
|||
/// <summary>
|
|||
/// The Authentication package will sign in asynchronously and anonymously. When complete, we will need to store the generated ID.
|
|||
/// </summary>
|
|||
public class SubIdentity_Authentication : SubIdentity, IDisposable |
|||
{ |
|||
private bool m_hasDisposed = false; |
|||
|
|||
/// <summary>
|
|||
/// This will kick off a login.
|
|||
/// </summary>
|
|||
public SubIdentity_Authentication(Action onSigninComplete = null) |
|||
{ |
|||
Authentication.SetLogLevel(Unity.Services.Authentication.Utilities.LogLevel.Verbose); |
|||
Authentication.SignedIn += OnSignInChange; |
|||
Authentication.SignedOut += OnSignInChange; |
|||
DoSignIn(onSigninComplete); |
|||
} |
|||
~SubIdentity_Authentication() |
|||
{ |
|||
Dispose(); |
|||
} |
|||
public void Dispose() |
|||
{ |
|||
if (!m_hasDisposed) |
|||
{ |
|||
Authentication.SignedIn -= OnSignInChange; |
|||
Authentication.SignedOut -= OnSignInChange; |
|||
m_hasDisposed = true; |
|||
} |
|||
} |
|||
|
|||
private async void DoSignIn(Action onSigninComplete) |
|||
{ |
|||
await UnityServices.Initialize(); |
|||
await Authentication.SignInAnonymously(); |
|||
// Authentication.SignOut(); // TODO: I think we want to sign out at *some* point? But then the UAS anonymous token changes, so they can't access any outstanding rooms they've created.
|
|||
onSigninComplete?.Invoke(); |
|||
} |
|||
|
|||
private void OnSignInChange() |
|||
{ |
|||
SetContent("id", Authentication.PlayerId); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: b98aae4acd443d24faedf0aa20e946f3 |
|||
MonoImporter: |
|||
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|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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|||
fileFormatVersion: 2 |
|||
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|||
MonoImporter: |
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|||
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icon: {instanceID: 0} |
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|||
assetBundleName: |
|||
assetBundleVariant: |
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|||
fileFormatVersion: 2 |
|||
guid: d4a99c885abfd5449b563a0f574ce158 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System; |
|||
using System.Collections.Generic; |
|||
using LobbyRooms.Relay; |
|||
using Player; |
|||
using Unity.Services.Relay.Models; |
|||
using UnityEngine; |
|||
using Utilities; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
public class GameStateManager : MonoBehaviour, IReceiveMessages |
|||
{ |
|||
/// <summary>
|
|||
/// All these should be assigned the observers in the scene at the start.
|
|||
/// </summary>
|
|||
[SerializeField] |
|||
List<LocalGameStateObserver> m_LocalGameStateObservers = new List<LocalGameStateObserver>(); |
|||
[SerializeField] |
|||
List<LobbyDataObserver> m_LobbyDataObservers = new List<LobbyDataObserver>(); |
|||
[SerializeField] |
|||
List<LobbyUserObserver> m_LocalUserObservers = new List<LobbyUserObserver>(); |
|||
[SerializeField] |
|||
List<LobbyServiceDataObserver> m_LobbyServiceObservers = new List<LobbyServiceDataObserver>(); |
|||
|
|||
private RoomsContentHeartbeat m_roomsContentHeartbeat = new RoomsContentHeartbeat(); |
|||
|
|||
LocalGameState m_localGameState = new LocalGameState(); |
|||
LobbyUser m_localUser; |
|||
LobbyData m_lobbyData; |
|||
LobbyServiceData m_lobbyServiceData = new LobbyServiceData(); |
|||
|
|||
LobbyReadyCheck m_LobbyReadyCheck = null; |
|||
|
|||
public void Awake() |
|||
{ |
|||
// Do some arbitrary operations to instantiate singletons.
|
|||
LogHandler.Get(); |
|||
#pragma warning disable IDE0059 // Unnecessary assignment of a value
|
|||
var unused = Locator.Get; |
|||
#pragma warning restore IDE0059 // Unnecessary assignment of a value
|
|||
Locator.Get.Provide(new Auth.Identity(OnAuthSignIn)); |
|||
} |
|||
|
|||
private void OnAuthSignIn() |
|||
{ |
|||
Debug.Log("Signed in."); |
|||
m_localUser.ID = Locator.Get.Identity.GetSubIdentity(Auth.IIdentityType.Auth).GetContent("id"); |
|||
} |
|||
|
|||
public void OnReceiveMessage(MessageType type, object msg) |
|||
{ |
|||
if (type == MessageType.RenameRequest) |
|||
{ |
|||
m_localUser.DisplayName = (string)msg; |
|||
} |
|||
else if (type == MessageType.CreateRoomRequest) |
|||
{ |
|||
var createRoomData = (LobbyData)msg; |
|||
RoomsQuery.Instance.CreateRoomAsync(createRoomData.LobbyName, createRoomData.MaxPlayerCount, (r) => { Rooms.ToLobbyData.Convert(r, m_lobbyData, m_localUser); OnCreatedRoom(); }, null); // TODO: Report failure?
|
|||
} |
|||
else if (type == MessageType.JoinRoomRequest) |
|||
{ |
|||
LobbyInfo roomData = (LobbyInfo)msg; |
|||
RoomsQuery.Instance.JoinRoomAsync(roomData.RoomID, roomData.RoomCode, (r) => { Rooms.ToLobbyData.Convert(r, m_lobbyData, m_localUser); OnJoinedRoom(); }, null); // TODO: Report failure?
|
|||
} |
|||
else if (type == MessageType.QueryRooms) |
|||
{ |
|||
RoomsQuery.Instance.RetrieveRoomListAsync((qr) => { OnRefreshed(Rooms.ToLobbyData.Convert(qr)); }); |
|||
} |
|||
else if (type == MessageType.ChangeGameState) |
|||
{ |
|||
SetGameState((GameState)msg); |
|||
} |
|||
else if (type == MessageType.UserSetEmote) |
|||
{ |
|||
var emote = (string)msg; |
|||
m_localUser.Emote = emote; |
|||
} |
|||
else if (type == MessageType.HostInitReadyCheck) //A message that either Initiates or Cancels a ready check. Inititated either by the local user, or recieved via the Room service.
|
|||
{ |
|||
var notCancelledByHost = (bool)msg; |
|||
m_LobbyReadyCheck = new LobbyReadyCheck(m_lobbyData, OnReadyComplete); |
|||
if (notCancelledByHost) |
|||
{ |
|||
if (m_localUser.IsHost) |
|||
{ |
|||
m_localUser.UserStatus = UserStatus.Ready; |
|||
} |
|||
else |
|||
{ |
|||
m_localUser.UserStatus = UserStatus.ReadyCheck; |
|||
} |
|||
} |
|||
else |
|||
{ |
|||
m_localUser.UserStatus = UserStatus.Cancelled; |
|||
m_LobbyReadyCheck.Dispose(); |
|||
} |
|||
} |
|||
else if (type == MessageType.LocalUserReadyCheckResponse) |
|||
{ |
|||
var isReady = (bool)msg; |
|||
if (isReady) |
|||
m_localUser.UserStatus = UserStatus.Ready; |
|||
else |
|||
m_localUser.UserStatus = UserStatus.Cancelled; |
|||
} |
|||
else if (type == MessageType.ChangeLobbyUserState) |
|||
{ |
|||
UserStatus newStatus = (UserStatus)msg; |
|||
|
|||
m_localUser.UserStatus = newStatus; |
|||
} |
|||
} |
|||
|
|||
void Start() |
|||
{ |
|||
m_lobbyData = new LobbyData(); |
|||
m_localUser = new LobbyUser(); |
|||
Locator.Get.Messenger.Subscribe(this); |
|||
InitObservers(); |
|||
} |
|||
|
|||
void InitObservers() |
|||
{ |
|||
foreach (var gameStateObs in m_LocalGameStateObservers) |
|||
{ |
|||
gameStateObs.BeginObserving(m_localGameState); |
|||
} |
|||
|
|||
foreach (var serviceObs in m_LobbyServiceObservers) |
|||
{ |
|||
serviceObs.BeginObserving(m_lobbyServiceData); |
|||
} |
|||
|
|||
foreach (var lobbyObs in m_LobbyDataObservers) |
|||
{ |
|||
lobbyObs.BeginObserving(m_lobbyData); |
|||
} |
|||
|
|||
foreach (var userObs in m_LocalUserObservers) |
|||
{ |
|||
userObs.BeginObserving(m_localUser); |
|||
} |
|||
} |
|||
|
|||
void SetGameState(GameState state) |
|||
{ |
|||
m_localGameState.State = state; |
|||
if (state == GameState.Menu) |
|||
{ |
|||
m_localUser.Emote = null; // TODO: Should we have a more centralized location for cleaning up on room leave? We still have UI bugs with, e.g., leaving and rejoining rooms.
|
|||
RoomsQuery.Instance.LeaveRoomAsync(m_lobbyData.RoomID, () => { m_lobbyData.CopyObserved(new LobbyInfo(), new Dictionary<string, LobbyUser>()); }); |
|||
} |
|||
} |
|||
|
|||
void OnReadyComplete(bool success) |
|||
{ |
|||
if (success) |
|||
{ |
|||
m_localGameState.State = GameState.Joining; |
|||
RelayInterface.JoinAsync(m_lobbyData.RelayCode, OnJoined); |
|||
} |
|||
else |
|||
{ |
|||
m_localGameState.State = GameState.Lobby; |
|||
} |
|||
} |
|||
|
|||
void OnJoined(JoinAllocation joinData) |
|||
{ |
|||
var ip = joinData.RelayServer.IpV4; |
|||
var port = joinData.RelayServer.Port; |
|||
m_lobbyData.RelayServer = new ServerAddress(ip, port); |
|||
} |
|||
|
|||
void OnRefreshed(IEnumerable<LobbyData> lobbies) |
|||
{ |
|||
var newLobbyDict = new Dictionary<string, LobbyData>(); |
|||
foreach (var lobby in lobbies) |
|||
{ |
|||
newLobbyDict.Add(lobby.RoomID, lobby); |
|||
} |
|||
|
|||
m_lobbyServiceData.CurrentLobbies = newLobbyDict; |
|||
} |
|||
|
|||
void OnCreatedRoom() |
|||
{ |
|||
OnJoinedRoom(); |
|||
RelayInterface.AllocateAsync(m_lobbyData.MaxPlayerCount, OnGotRelayAllocation); |
|||
} |
|||
|
|||
void OnGotRelayAllocation(Allocation allocationID) |
|||
{ |
|||
Debug.Log("allocated relay server"); |
|||
RelayInterface.GetJoinCodeAsync(allocationID.AllocationId, OnGotRelayCode); |
|||
} |
|||
|
|||
void OnGotRelayCode(string relayCode) |
|||
{ |
|||
Debug.Log($"Got Relay code: {relayCode}"); |
|||
m_lobbyData.RelayCode = relayCode; |
|||
} |
|||
|
|||
void OnJoinedRoom() |
|||
{ |
|||
SetGameState(GameState.Lobby); |
|||
m_localUser.UserStatus = UserStatus.Lobby; |
|||
m_roomsContentHeartbeat.BeginTracking(m_lobbyData, m_localUser); // TODO: End tracking somewhere
|
|||
|
|||
Dictionary<string, string> displayNameData = new Dictionary<string, string>(); |
|||
displayNameData.Add("DisplayName", m_localUser.DisplayName); |
|||
RoomsQuery.Instance.RetrieveRoomAsync(m_lobbyData.RoomID, (r) => { |
|||
RoomsQuery.Instance.UpdatePlayerDataAsync(r, displayNameData, null); |
|||
}); |
|||
} |
|||
|
|||
void OnDestroy() |
|||
{ |
|||
Locator.Get.Messenger.Unsubscribe(this); |
|||
if (!string.IsNullOrEmpty(m_lobbyData.RoomID)) |
|||
RoomsQuery.Instance.LeaveRoomAsync(m_lobbyData.RoomID, null); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: b4f7225f73bfe6a4d9133ee45ac9cd73 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: -1 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections.Generic; |
|||
using System.Linq; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
public struct LobbyInfo |
|||
{ |
|||
public string RoomID { get; set; } |
|||
public string RoomCode { get; set; } |
|||
public string RelayCode { get; set; } |
|||
public ServerAddress RelayServer { get; set; } |
|||
public string LobbyName { get; set; } |
|||
public bool Private { get; set; } |
|||
public int MaxPlayerCount { get; set; } |
|||
|
|||
public LobbyInfo(LobbyInfo existing) |
|||
{ |
|||
RoomID = existing.RoomID; |
|||
RoomCode = existing.RoomCode; |
|||
RelayCode = existing.RelayCode; |
|||
RelayServer = existing.RelayServer; |
|||
LobbyName = existing.LobbyName; |
|||
Private = existing.Private; |
|||
MaxPlayerCount = existing.MaxPlayerCount; |
|||
} |
|||
|
|||
public LobbyInfo(string roomCode) |
|||
{ |
|||
RoomID = null; |
|||
RoomCode = roomCode; |
|||
RelayCode = null; |
|||
RelayServer = null; |
|||
LobbyName = null; |
|||
Private = false; |
|||
MaxPlayerCount = -1; |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// The local lobby data that the game can observe
|
|||
/// </summary>
|
|||
[System.Serializable] |
|||
public class LobbyData : Observed<LobbyData> |
|||
{ |
|||
Dictionary<string, LobbyUser> m_LobbyUsers = new Dictionary<string, LobbyUser>(); |
|||
public Dictionary<string, LobbyUser> LobbyUsers => m_LobbyUsers; |
|||
|
|||
private LobbyInfo m_data; |
|||
|
|||
public LobbyInfo Data |
|||
{ |
|||
get { return new LobbyInfo(m_data); } |
|||
} |
|||
|
|||
public void AddPlayer(LobbyUser user) |
|||
{ |
|||
if (m_LobbyUsers.ContainsKey(user.ID)) |
|||
{ |
|||
Debug.LogError($"Cant add player {user.DisplayName}({user.ID}) to room: {RoomID} twice"); |
|||
return; |
|||
} |
|||
|
|||
DoAddPlayer(user); |
|||
OnChanged(this); |
|||
} |
|||
private void DoAddPlayer(LobbyUser user) |
|||
{ |
|||
m_LobbyUsers.Add(user.ID, user); |
|||
user.onChanged += OnChangedUser; |
|||
} |
|||
|
|||
public void RemovePlayer(LobbyUser user) |
|||
{ |
|||
if (!m_LobbyUsers.ContainsKey(user.ID)) |
|||
{ |
|||
Debug.LogWarning($"Player {user.DisplayName}({user.ID}) does not exist in room: {RoomID}"); |
|||
return; |
|||
} |
|||
|
|||
m_LobbyUsers.Remove(user.ID); |
|||
user.onChanged -= OnChangedUser; |
|||
OnChanged(this); |
|||
} |
|||
|
|||
private void OnChangedUser(LobbyUser user) |
|||
{ |
|||
OnChanged(this); |
|||
} |
|||
|
|||
public string RoomID |
|||
{ |
|||
get => m_data.RoomID; |
|||
set |
|||
{ |
|||
m_data.RoomID = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
|
|||
public string RoomCode |
|||
{ |
|||
get => m_data.RoomCode; |
|||
set |
|||
{ |
|||
m_data.RoomCode = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
|
|||
public string RelayCode |
|||
{ |
|||
get => m_data.RelayCode; |
|||
set |
|||
{ |
|||
m_data.RelayCode = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
|
|||
public ServerAddress RelayServer |
|||
{ |
|||
get => m_data.RelayServer; |
|||
set |
|||
{ |
|||
m_data.RelayServer = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
|
|||
public string LobbyName |
|||
{ |
|||
get => m_data.LobbyName; |
|||
set |
|||
{ |
|||
m_data.LobbyName = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
|
|||
public bool Private |
|||
{ |
|||
get => m_data.Private; |
|||
set |
|||
{ |
|||
m_data.Private = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
|
|||
public int PlayerCount => m_LobbyUsers.Count; |
|||
|
|||
public int MaxPlayerCount |
|||
{ |
|||
get => m_data.MaxPlayerCount; |
|||
set |
|||
{ |
|||
m_data.MaxPlayerCount = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Checks if we have n players that have the Status.
|
|||
/// -1 Count means you need all Lobbyusers
|
|||
/// </summary>
|
|||
/// <returns>True if enough players are of the input status.</returns>
|
|||
public bool PlayersOfState(UserStatus status, int playersCount = -1) |
|||
{ |
|||
var statePlayers = m_LobbyUsers.Values.Count(user => user.UserStatus == status); |
|||
|
|||
if (playersCount < 0) |
|||
return statePlayers == m_LobbyUsers.Count; |
|||
return statePlayers == playersCount; |
|||
} |
|||
|
|||
public void CopyObserved(LobbyInfo info, Dictionary<string, LobbyUser> oldUsers) |
|||
{ |
|||
m_data = info; |
|||
if (oldUsers == null) |
|||
m_LobbyUsers = new Dictionary<string, LobbyUser>(); |
|||
else |
|||
{ |
|||
List<string> toRemove = new List<string>(); |
|||
foreach (var m_user in m_LobbyUsers) |
|||
{ |
|||
if (oldUsers.ContainsKey(m_user.Key)) |
|||
m_user.Value.CopyObserved(oldUsers[m_user.Key]); |
|||
else |
|||
toRemove.Add(m_user.Key); |
|||
} |
|||
foreach (string remove in toRemove) |
|||
m_LobbyUsers.Remove(remove); |
|||
foreach (var oldUser in oldUsers) |
|||
{ |
|||
if (!m_LobbyUsers.ContainsKey(oldUser.Key)) |
|||
DoAddPlayer(oldUser.Value); |
|||
} |
|||
} |
|||
OnChanged(this); |
|||
} |
|||
|
|||
public override void CopyObserved(LobbyData oldObserved) |
|||
{ |
|||
CopyObserved(oldObserved.Data, oldObserved.m_LobbyUsers); |
|||
} |
|||
|
|||
public void SetAllPlayersToState(UserStatus status) |
|||
{ |
|||
foreach (var user in LobbyUsers.Values) |
|||
{ |
|||
user.UserStatus = status; |
|||
} |
|||
} |
|||
|
|||
~LobbyData() |
|||
{ |
|||
OnDestroy(this); |
|||
} |
|||
} |
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
|
|||
public class LobbyDataObserver : ObserverBehaviour<LobbyData> { } |
|||
} |
|
|||
using System; |
|||
using UnityEngine; |
|||
using Utilities; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
public class LobbyReadyCheck : IDisposable |
|||
{ |
|||
public bool ReadyCheckFinished { get; private set; } |
|||
public bool ReadyCheckSuccess { get; private set; } |
|||
Action<bool> m_OnReadyCheckComplete; |
|||
|
|||
const float k_Checkinterval = 0.5f; |
|||
LobbyData m_LobbyData; |
|||
float m_ReadyTime = 10; |
|||
|
|||
public LobbyReadyCheck(LobbyData lobbyData, Action<bool> onReadyCheckComplete, float readyTime = 10) |
|||
{ |
|||
m_OnReadyCheckComplete = onReadyCheckComplete; |
|||
|
|||
m_LobbyData = lobbyData; |
|||
m_LobbyData.SetAllPlayersToState(UserStatus.ReadyCheck); |
|||
m_ReadyTime = readyTime; |
|||
Locator.Get.UpdateSlow.Subscribe(CheckIfReady); |
|||
} |
|||
|
|||
float m_CheckCount; |
|||
float m_TimeElapsed = 0; |
|||
|
|||
/// <summary>
|
|||
/// Checks the lobby to see if we have all Readied up, or any one has cancelled.
|
|||
/// NOTE: The countdown will be happening at different times with this setup, possibility of a desynched game start.
|
|||
/// Or a player cancellign the last milliseconds resulting in players starting without him
|
|||
/// </summary>
|
|||
void CheckIfReady(float dt) |
|||
{ |
|||
m_TimeElapsed += dt; |
|||
|
|||
if (m_CheckCount < k_Checkinterval) |
|||
{ |
|||
m_CheckCount += dt; |
|||
return; |
|||
} |
|||
|
|||
m_CheckCount = 0; |
|||
if (m_TimeElapsed + 1 < m_ReadyTime && m_LobbyData.PlayersOfState(UserStatus.Cancelled, 1)) //Dont allow cancels near the end of the ready check
|
|||
{ |
|||
FinishedReadyCheck(false); |
|||
} |
|||
else if (m_LobbyData.PlayersOfState(UserStatus.Ready)) |
|||
{ |
|||
FinishedReadyCheck(true); |
|||
} |
|||
else if (m_TimeElapsed > m_ReadyTime) |
|||
{ |
|||
FinishedReadyCheck(false); |
|||
} |
|||
} |
|||
|
|||
void FinishedReadyCheck(bool success) |
|||
{ |
|||
ReadyCheckSuccess = success; |
|||
ReadyCheckFinished = true; |
|||
m_OnReadyCheckComplete?.Invoke(success); |
|||
} |
|||
|
|||
public void Dispose() |
|||
{ |
|||
Locator.Get.UpdateSlow.Unsubscribe(CheckIfReady); |
|||
} |
|||
} |
|||
} |
|
|||
using System.Collections.Generic; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
/// <summary>
|
|||
/// Holds the latest service data, such as the list of rooms
|
|||
/// </summary>
|
|||
[System.Serializable] |
|||
public class LobbyServiceData : Observed<LobbyServiceData> |
|||
{ |
|||
Dictionary<string, LobbyData> m_currentLobbies = new Dictionary<string, LobbyData>(); |
|||
|
|||
/// <summary>
|
|||
/// Will only trigger if the dictionary is set wholesale. Changes in the size, or contents will not trigger OnChanged
|
|||
/// string is lobby ID, Key is the Lobby data representation of it
|
|||
/// </summary>
|
|||
public Dictionary<string, LobbyData> CurrentLobbies //TODO Copy or Re-implement vivox observableCollections?
|
|||
{ |
|||
get { return m_currentLobbies; } |
|||
set |
|||
{ |
|||
m_currentLobbies = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
|
|||
public override void CopyObserved(LobbyServiceData oldObserved) |
|||
{ |
|||
m_currentLobbies = oldObserved.CurrentLobbies; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
public class LobbyServiceDataObserver : ObserverBehaviour<LobbyServiceData> { } |
|||
} |
|
|||
using System; |
|||
using System.ComponentModel; |
|||
using UnityEngine; |
|||
using LobbyRooms; |
|||
using UnityEngine.Serialization; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
/// <summary>
|
|||
/// Current state of the user in the lobby.
|
|||
/// Set as a flag to allow for the unity inspector to select multiples for various UI features.
|
|||
/// </summary>
|
|||
[Flags] |
|||
public enum UserStatus |
|||
{ |
|||
Lobby = 1, //Connected to lobby
|
|||
ReadyCheck = 2, //User is readying up.
|
|||
Ready = 4, // User clicked ready
|
|||
Connecting = 8, // User sent join request through relay
|
|||
Connected = 16, // User Connected through relay
|
|||
Menu = 32, |
|||
Cancelled = 64 // User Cancelled their Ready Check
|
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Lobby Room Data for a player
|
|||
/// </summary>
|
|||
[Serializable] |
|||
public class LobbyUser : Observed<LobbyUser> |
|||
{ |
|||
public LobbyUser(bool isHost = false, string displayName = null, string id = null, string emote = null) |
|||
{ |
|||
m_isHost = isHost; |
|||
m_DisplayName = displayName; |
|||
m_ID = id; |
|||
m_Emote = emote; |
|||
} |
|||
|
|||
bool m_isHost; |
|||
|
|||
public bool IsHost |
|||
{ |
|||
get { return m_isHost; } |
|||
set |
|||
{ |
|||
if (m_isHost != value) |
|||
{ |
|||
m_isHost = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
} |
|||
|
|||
string m_DisplayName = ""; |
|||
|
|||
public string DisplayName |
|||
{ |
|||
get => m_DisplayName; |
|||
set |
|||
{ |
|||
if (m_DisplayName != value) |
|||
{ |
|||
m_DisplayName = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
} |
|||
|
|||
string m_Emote = ""; |
|||
|
|||
public string Emote |
|||
{ |
|||
get => m_Emote; |
|||
set |
|||
{ |
|||
if (m_Emote != value) |
|||
{ |
|||
m_Emote = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
} |
|||
|
|||
string m_ID = ""; |
|||
|
|||
public string ID |
|||
{ |
|||
get => m_ID; |
|||
set |
|||
{ |
|||
if (m_ID != value) |
|||
{ |
|||
m_ID = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
} |
|||
|
|||
UserStatus m_UserStatus = UserStatus.Menu; |
|||
|
|||
public UserStatus UserStatus |
|||
{ |
|||
get => m_UserStatus; |
|||
set |
|||
{ |
|||
m_UserStatus = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
|
|||
public override void CopyObserved(LobbyUser oldObserved) |
|||
{ |
|||
m_DisplayName = oldObserved.m_DisplayName; |
|||
m_Emote = oldObserved.m_Emote; |
|||
m_ID = oldObserved.m_ID; |
|||
m_isHost = oldObserved.m_isHost; |
|||
m_UserStatus = oldObserved.m_UserStatus; |
|||
OnChanged(this); |
|||
} |
|||
|
|||
~LobbyUser() |
|||
{ |
|||
OnDestroy(this); |
|||
} |
|||
} |
|||
} |
|
|||
using System; |
|||
using LobbyRooms; |
|||
using UnityEngine; |
|||
using UnityEngine.Serialization; |
|||
|
|||
namespace Player |
|||
{ |
|||
/// <summary>
|
|||
/// Holds an instance of a lobbyplayer, and implements hooks for the UI to interact with.
|
|||
/// </summary>
|
|||
public class LobbyUserObserver : ObserverBehaviour<LobbyUser> { } |
|||
} |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using System.Linq; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
/// <summary>
|
|||
/// Current state of the local Game.
|
|||
/// Set as a flag to allow for the unity inspector to select multiples for various UI features.
|
|||
/// </summary>
|
|||
[Flags] |
|||
public enum GameState |
|||
{ |
|||
Menu = 1, |
|||
Lobby = 2, |
|||
InGame = 4, |
|||
Joining = 8 |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Awaits player input to change the local game Data
|
|||
/// </summary>
|
|||
[System.Serializable] |
|||
public class LocalGameState : Observed<LocalGameState> |
|||
{ |
|||
GameState m_State = GameState.Menu; |
|||
|
|||
public GameState State |
|||
{ |
|||
get => m_State; |
|||
set |
|||
{ |
|||
m_State = value; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
|
|||
public override void CopyObserved(LocalGameState oldObserved) |
|||
{ |
|||
m_State = oldObserved.State; |
|||
OnChanged(this); |
|||
} |
|||
} |
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
public class LocalGameStateObserver : ObserverBehaviour<LocalGameState> { } |
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using Unity.Services.Relay; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
/// <summary>
|
|||
/// This is where your netcode would go, if you had it.
|
|||
/// </summary>
|
|||
public class ServerAddress |
|||
{ |
|||
string m_IP; |
|||
int m_Port; |
|||
|
|||
public ServerAddress(string ip, int port) |
|||
{ |
|||
m_IP = ip; |
|||
m_Port = port; |
|||
Debug.Log($"Connected To Game Server: {ip}:{port}"); |
|||
} |
|||
|
|||
public override string ToString() |
|||
{ |
|||
return $"{m_IP}:{m_Port}"; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: bd5c2e87f2395fd4c92bb7e7d48f0c02 |
|||
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|||
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using System; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
/// <summary>
|
|||
/// In your Observed children, be sure to call OnChanged when setting the value of any property.
|
|||
/// </summary>
|
|||
/// <typeparam name="T">The Data we want to view.</typeparam>
|
|||
public abstract class Observed<T> |
|||
{ |
|||
/// <summary>
|
|||
/// If you want to copy all of the values, and only trigger OnChanged once.
|
|||
/// </summary>
|
|||
/// <param name="oldObserved"></param>
|
|||
public abstract void CopyObserved(T oldObserved); |
|||
|
|||
public Action<T> onChanged { get; set; } |
|||
public Action<T> onDestroyed { get; set; } |
|||
|
|||
/// <summary>
|
|||
/// Should be implemented into every public property of the observed
|
|||
/// </summary>
|
|||
/// <param name="observed">Instance of the observed that changed.</param>
|
|||
protected void OnChanged(T observed) |
|||
{ |
|||
onChanged?.Invoke(observed); |
|||
} |
|||
|
|||
protected void OnDestroy(T observed) |
|||
{ |
|||
onDestroyed?.Invoke(observed); |
|||
} |
|||
} |
|||
} |
|
|||
using UnityEngine; |
|||
using UnityEngine.Events; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
/// <summary>
|
|||
/// Observes an Observed class, intitializes with Observed State when beginning observation
|
|||
/// </summary>
|
|||
/// <typeparam name="T"></typeparam>
|
|||
public abstract class ObserverBehaviour<T> : MonoBehaviour where T : Observed<T> |
|||
{ |
|||
public T observed { get; set; } |
|||
|
|||
public UnityEvent<T> OnObservedUpdated; |
|||
|
|||
protected virtual void UpdateObserver(T obs) |
|||
{ |
|||
observed = obs; |
|||
OnObservedUpdated?.Invoke(observed); |
|||
} |
|||
|
|||
public void BeginObserving(T target) |
|||
{ |
|||
if (target == null) |
|||
{ |
|||
Debug.LogError($"Needs a Target of type {typeof(T)} to begin observing.", gameObject); |
|||
return; |
|||
} |
|||
|
|||
UpdateObserver(target); |
|||
observed.onChanged += UpdateObserver; |
|||
} |
|||
|
|||
public void EndObserving() |
|||
{ |
|||
if (observed == null) |
|||
return; |
|||
if (observed.onChanged != null) |
|||
observed.onChanged -= UpdateObserver; |
|||
observed = null; |
|||
} |
|||
|
|||
void Awake() |
|||
{ |
|||
if (observed == null) |
|||
return; |
|||
BeginObserving(observed); |
|||
} |
|||
|
|||
void OnDestroy() |
|||
{ |
|||
if (observed == null) |
|||
return; |
|||
EndObserving(); |
|||
} |
|||
} |
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
[CreateAssetMenu(order = 0, fileName = "new service Config", menuName = "LobbyRooms/ServiceConfig")] |
|||
public class ServiceConfig : ScriptableObject |
|||
{ |
|||
public string targetBasePath; |
|||
} |
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using LobbyRooms.Relay; |
|||
using LobbyRooms.Rooms; |
|||
using UnityEngine; |
|||
|
|||
namespace LobbyRooms |
|||
{ |
|||
public class ServicePathSetter : MonoBehaviour |
|||
{ |
|||
public ServiceConfig relayConfig; |
|||
public ServiceConfig roomsConfig; |
|||
|
|||
void Awake() |
|||
{ |
|||
RelayInterface.SetPath(relayConfig.targetBasePath); |
|||
RoomsInterface.SetPath(roomsConfig.targetBasePath); |
|||
} |
|||
} |
|||
} |
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