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Merging from main/staging

/main/staging/host_handshake
nathaniel.buck@unity3d.com 3 年前
当前提交
ba20852d
共有 110 个文件被更改,包括 14536 次插入3057 次删除
  1. 28
      Assets/Art/Borders/roundRect.png
  2. 14
      Assets/Art/Borders/roundRect.png.meta
  3. 6
      Assets/Art/Borders/button_highlights.png.meta
  4. 131
      Assets/Prefabs/UI/BackButtonBG.prefab
  5. 745
      Assets/Prefabs/UI/CreateContent.prefab
  6. 943
      Assets/Prefabs/UI/GameCanvas.prefab
  7. 2
      Assets/Prefabs/UI/GameCanvas.prefab.meta
  8. 683
      Assets/Prefabs/UI/JoinContent.prefab
  9. 652
      Assets/Prefabs/UI/JoinCreateCanvas.prefab
  10. 22
      Assets/Prefabs/UI/LobbyButtonUI.prefab
  11. 50
      Assets/Prefabs/UI/LobbyCodeCanvas.prefab
  12. 355
      Assets/Prefabs/UI/LobbyGameCanvas.prefab
  13. 100
      Assets/Prefabs/UI/LobbyUserList.prefab
  14. 279
      Assets/Prefabs/UI/MainMenuCanvas.prefab
  15. 723
      Assets/Prefabs/UI/PlayerInteractionPanel.prefab
  16. 108
      Assets/Prefabs/UI/PopUpUI.prefab
  17. 60
      Assets/Prefabs/UI/RelayCodeCanvas.prefab
  18. 181
      Assets/Prefabs/UI/RenameCanvas.prefab
  19. 247
      Assets/Prefabs/UI/RenamePopup.prefab
  20. 20
      Assets/Prefabs/UI/SpinnerUI.prefab
  21. 292
      Assets/Prefabs/UI/UserCardPanel.prefab
  22. 885
      Assets/Scenes/mainScene.unity
  23. 15
      Assets/Scripts/Game/EmoteType.cs
  24. 4
      Assets/Scripts/LobbyRelaySample.asmdef
  25. 5
      Assets/Scripts/UI/CreateMenuUI.cs
  26. 44
      Assets/Scripts/UI/InLobbyUserUI.cs
  27. 5
      Assets/Scripts/UI/JoinCreateLobbyUI.cs
  28. 8
      Assets/Scripts/UI/RecolorForLobbyType.cs
  29. 10
      Assets/Scripts/UI/UIPanelBase.cs
  30. 17
      Assets/TextMesh Pro/Resources/Fonts & Materials/Roboto-Bold SDF - Drop Shadow.mat
  31. 13
      Packages/manifest.json
  32. 27
      Packages/packages-lock.json
  33. 5
      ProjectSettings/EditorSettings.asset
  34. 20
      ProjectSettings/ProjectSettings.asset
  35. 68
      README.md
  36. 999
      ~Documentation/Images/1_lobby_list.PNG
  37. 999
      ~Documentation/Images/2_lobby.PNG
  38. 17
      Assets/Art/Icons/Spinner/Spinner.png.meta
  39. 90
      Assets/Art/Icons/Spinner/Spinner.png
  40. 2
      Assets/Art/Icons/Volume/volumeSpeaker.png.meta
  41. 2
      Assets/Art/Icons/Volume/volumeRings.png.meta
  42. 16
      Assets/Art/Icons/Volume/mutedIcon.png.meta
  43. 14
      Assets/Art/Icons/Volume/micIcon.png.meta
  44. 2
      Assets/Art/Icons/Crown.png.meta
  45. 8
      Assets/Art/Background.meta
  46. 55
      Assets/Art/Borders/button_highlights.png
  47. 82
      Assets/Art/Borders/inner_glow.png
  48. 108
      Assets/Art/Borders/inner_glow.png.meta
  49. 7
      Assets/Art/Borders/roundInput.png
  50. 108
      Assets/Art/Borders/roundInput.png.meta
  51. 6
      Assets/Art/Borders/shiny_button.png
  52. 108
      Assets/Art/Borders/shiny_button.png.meta
  53. 8
      Assets/Art/Font.meta
  54. 8
      Assets/Art/Icons.meta
  55. 366
      Assets/Scenes/UI_edit.unity
  56. 7
      Assets/Scenes/UI_edit.unity.meta
  57. 39
      Assets/Scripts/UI/UITinter.cs
  58. 11
      Assets/Scripts/UI/UITinter.cs.meta
  59. 8
      Assets/StreamingAssets.meta
  60. 93
      Assets/TextMesh Pro/Fonts/Bangers - OFL.txt
  61. 8
      Assets/TextMesh Pro/Fonts/Bangers - OFL.txt.meta
  62. 192
      Assets/TextMesh Pro/Fonts/Bangers.ttf
  63. 19
      Assets/TextMesh Pro/Fonts/Bangers.ttf.meta
  64. 281
      Assets/TextMesh Pro/Fonts/Oswald-Bold.ttf
  65. 19
      Assets/TextMesh Pro/Fonts/Oswald-Bold.ttf.meta
  66. 1001
      Assets/TextMesh Pro/Fonts/Roboto-Bold.ttf
  67. 22
      Assets/TextMesh Pro/Fonts/Roboto-Bold.ttf.meta
  68. 8
      Assets/TextMesh Pro/Resources/Fonts & Materials/Roboto-Bold SDF - Drop Shadow.mat.meta
  69. 305
      Assets/TextMesh Pro/Resources/Fonts & Materials/Roboto-Bold SDF.asset
  70. 8
      Assets/TextMesh Pro/Resources/Fonts & Materials/Roboto-Bold SDF.asset.meta
  71. 3
      LICENSE.md
  72. 1001
      Assets/Art/Background/Wizzard_Background.png
  73. 96
      Assets/Art/Background/Wizzard_Background.png.meta
  74. 105
      Assets/Art/Font/CheckboxFLF SDF-Shadow Material.mat
  75. 8
      Assets/Art/Font/CheckboxFLF SDF-Shadow Material.mat.meta
  76. 1001
      Assets/Art/Font/CheckboxFLF SDF.asset
  77. 8
      Assets/Art/Font/CheckboxFLF SDF.asset.meta
  78. 435
      Assets/Art/Font/CheckboxFLF.ttf
  79. 21
      Assets/Art/Font/CheckboxFLF.ttf.meta
  80. 8
      Assets/Art/Icons/Emotes.meta
  81. 628
      Assets/Art/Icons/Emotes/FrownIcon.png
  82. 603
      Assets/Art/Icons/Emotes/SmileIcon.png
  83. 777
      Assets/Art/Icons/Emotes/TongueIcon.png
  84. 369
      Assets/Art/Icons/Emotes/UnamusedIcon.png
  85. 108
      Assets/Art/Icons/Emotes/FrownIcon.png.meta
  86. 108
      Assets/Art/Icons/Emotes/SmileIcon.png.meta
  87. 108
      Assets/Art/Icons/Emotes/TongueIcon.png.meta
  88. 108
      Assets/Art/Icons/Emotes/UnamusedIcon.png.meta
  89. 30
      Assets/Art/Icons/back_icon.png
  90. 108
      Assets/Art/Icons/back_icon.png.meta
  91. 36
      Assets/Art/Icons/rename_icon.png
  92. 108
      Assets/Art/Icons/rename_icon.png.meta
  93. 15
      Assets/Art/Borders/roundRect_fillBottom.png
  94. 8
      Assets/Art/Crown.meta

28
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之前 之后
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723
Assets/Prefabs/UI/PlayerInteractionPanel.prefab
文件差异内容过多而无法显示
查看文件

108
Assets/Prefabs/UI/PopUpUI.prefab


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885
Assets/Scenes/mainScene.unity
文件差异内容过多而无法显示
查看文件

15
Assets/Scripts/Game/EmoteType.cs


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

4
Assets/Scripts/LobbyRelaySample.asmdef


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5
Assets/Scripts/UI/CreateMenuUI.cs


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

44
Assets/Scripts/UI/InLobbyUserUI.cs


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

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

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

5
Assets/Scripts/UI/JoinCreateLobbyUI.cs


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

}
}

8
Assets/Scripts/UI/RecolorForLobbyType.cs


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

10
Assets/Scripts/UI/UIPanelBase.cs


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

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

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


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27
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68
README.md


This sample demonstrates how to use the Lobby and Relay packages to create a typical game lobby experience. Players can host lobbies that other players can join using a public lobby list or lobby code, and then connect with Relay to use Unity Transport ("UTP") for basic real-time communication between them. Relay allows players to securely communicate with each other while maintaining connection anonymity.
This sample demonstrates how to use the Lobby and Relay packages to create a typical game lobby experience. It also includes Vivox Voice chat. Players can host lobbies that other players can join using a public lobby list or lobby code, and then connect with Relay to use Unity Transport ("UTP") for basic real-time communication between them. Relay allows players to securely communicate with each other while maintaining connection anonymity. Connecting to the lobby will also connect to Vivox to enable voice chat as long as an audio input device is available.
* **Anonymous Auth login**: Track player credentials without a persistent account.
* **Lobby creation**: Players host lobbies for others to join.

* **Lobby + Relay connection management**: Together, the services automatically handle new connections and disconnections.
* **Vivox Voice**: Create a voice channel for the lobby to allow for voice communication, with per-user volume control and muting.
### Service organization setup

[https://dashboard.unity3d.com/relay](http://documentation.cloud.unity3d.com/en/articles/5371723-relay-overview)
In this sample, once players are connected to a lobby, they are connected through Relay to set up real-time data transfer over UTP. Lobby and Relay both depend on Auth for credentials. This sample uses Auth’s anonymous login feature to create semi-permanent credentials that are unique to each player but do not require developers to maintain a persistent account for them.
In this sample, once players are connected to a lobby, they are connected through Relay to set up real-time data transfer over UTP. Lobby and Relay both depend on Auth for credentials. This sample uses Auth’s anonymous login feature to create semi-permanent credentials that are unique to each player but do not require developers to maintain a persistent account for them. \
**Vivox**
The Vivox Service provides player voice and text chat rooms for in-app communication. It also sports useful features like spatial audio and chat transcription.
The Vivox Documentation contains code samples and additional information about the service. It includes comprehensive details for using Vivox along with additional code samples, and it might help you better understand the Game Lobby Sample:
[https://docs.vivox.com/v5/general/unity/5_15_0/en-us/Default.htm](https://docs.vivox.com/v5/general/unity/5_15_0/en-us/Default.htm)
Vivox can be managed in the Unity Dashboard:
[https://dashboard.unity3d.com/vivox](https://dashboard.unity3d.com/vivox)
#### **Setup**

![alt_text](~Documentation/Images/1_lobby_list.PNG "Lobby List")
1. **Public lobby list**: Shows all lobbies not set to private. Lobbies contain developer-defined data which can be set to public and non-public visibility. The Lobby service cleans up any “zombie” rooms so they don’t appear in this list. For this sample, lobby names and player counts are shown, and lobbies in the “in-game” state are not shown. You can select a lobby and then select **Join**.
2. **Refresh icon**: Refreshes the Lobby List. The Lobby service imposes rate limits on all API calls to prevent spamming. Refresh attempts within the rate limit will do nothing (approximately every 1.5 seconds, see [Lobby documentation](http://documentation.cloud.unity3d.com/en/articles/5371715-unity-lobby-service) for details).
3. **Lobby Code field**: Enter a lobby code for an existing lobby. In addition to the public lobby list, all lobbies can be joined using their codes. This allows players to privately share access to lobbies.
4. **Filters**: Sets the Lobby List to only show servers of a certain color. The Lobby service can filter any queries by data set to public visibility. For this sample, players can optionally filter by color, which hosts set for their lobbies.
5. **Join**:** **Requests to join by public lobby list selection or lobby code. Failed requests are also rate limited to prevent spam, if the player presses the button repeatedly.
6. **Create**: Allows creation of a new lobby. Players select a lobby name and whether to make a private lobby, and they then connect to the new lobby as its host.
7. **Player name**: Displays the player name and allows renaming. By default, players are assigned a name based on their anonymous Auth credentials, but name changes follow their credentials so that all players see the new name.
&nbsp;&nbsp;&nbsp;&nbsp;**A**. &nbsp;&nbsp; **Public lobby list**: Shows all lobbies not set to private. Lobbies contain developer-defined data which can be set to public and non-public visibility. The Lobby service cleans up any “zombie” rooms so they don’t appear in this list. For this sample, lobby names and player counts are shown, and lobbies in the “in-game” state are not shown. You can select a lobby and then select **Join**.\
&nbsp;&nbsp;&nbsp;&nbsp;**B**. &nbsp;&nbsp; **Refresh icon**: Refreshes the Lobby List. The Lobby service imposes rate limits on all API calls to prevent spamming. Refresh attempts within the rate limit will do nothing (approximately every 1.5 seconds, see [Lobby documentation](http://documentation.cloud.unity3d.com/en/articles/5371715-unity-lobby-service) for details).\
&nbsp;&nbsp;&nbsp;&nbsp;**C**. &nbsp;&nbsp; **Filters**: Sets the Lobby List to only show servers of a certain color. The Lobby service can filter any queries by data set to public visibility. For this sample, players can optionally filter by color, which hosts set for their lobbies.\
&nbsp;&nbsp;&nbsp;&nbsp;**D**. &nbsp;&nbsp; **Quick Join button** :Join the first available lobby in the list that matches your filters.\
&nbsp;&nbsp;&nbsp;&nbsp;**E**. &nbsp;&nbsp; **Lobby Code field**: Enter a lobby code for an existing lobby. In addition to the public lobby list, all lobbies can be joined using their codes. This allows players to privately share access to lobbies.\
&nbsp;&nbsp;&nbsp;&nbsp;**F**. &nbsp;&nbsp; **Join**: Requests to join by public lobby list selection or lobby code. Failed requests are also rate limited to prevent spam, if the player presses the button repeatedly.\
&nbsp;&nbsp;&nbsp;&nbsp;**G**. &nbsp;&nbsp; **Create**: Allows creation of a new lobby. Players select a lobby name and whether to make a private lobby, and they then connect to the new lobby as its host.\
&nbsp;&nbsp;&nbsp;&nbsp;**H**. &nbsp;&nbsp; **Player name**: Displays the player name and allows renaming. By default, players are assigned a name based on their anonymous Auth credentials, but name changes follow their credentials so that all players see the new name.
#### **Lobby View**
**Lobby View**
![alt_text](~Documentation/Images/2_lobby.PNG "Lobby")

1. **Lobby name**: Set when the lobby was created and cannot be changed.
2. **Lobby Code**: Shareable code generated by the Lobby service. This may be provided externally to other players to allow them to join this lobby.
3. **Lobby user**: A player in the lobby. The player’s name, state, and emote are displayed; this data is synchronized through Relay + UTP, so any changes that a player makes will appear immediately for all connected players. Incoming players will be sent the current data once they have connected.
4. **Relay IP**:** **The anonymous server IP that Relay generates. This does not need to be shown to players and is displayed here simply to indicate that Relay is functioning.
5. **Relay Code**: An internal join code generated by Relay that is used during Relay connection. This does not need to be shown to players and is displayed here simply to indicate that Relay is functioning.
6. **Emote icons**: Sets the player’s emote and is synchronized using UTP.
7. **Lobby color**: (Host only) Sets the lobby color for filtering in the Lobby List. This is synchronized through Lobby, so changes won’t appear immediately for all players because Lobby queries are rate limited. See Rate Limits.
8. **Ready button**: Sets a ready state on the player. When all players are ready, the host initiates a countdown to an “in-game” state, and the lobby becomes hidden from the public lobby list.
&nbsp;&nbsp;&nbsp;&nbsp;**A**. &nbsp;&nbsp; **Lobby name**: Set when the lobby was created and cannot be changed.\
&nbsp;&nbsp;&nbsp;&nbsp;**B**. &nbsp;&nbsp; **Lobby code**: Shareable code generated by the Lobby service. This may be provided externally to other players to allow them to join this lobby.\
&nbsp;&nbsp;&nbsp;&nbsp;**C**. &nbsp;&nbsp; **Lobby user**: A player in the lobby. The player’s name, state, and emote are displayed; this data is synchronized through Relay + UTP, so any changes that a player makes will appear immediately for all connected players. Incoming players will be sent the current data once they have connected.\
&nbsp;&nbsp;&nbsp;&nbsp;**D**. &nbsp;&nbsp; **Emotes**: Shows the player’s Emote, as well as controls for voice chat if the user has a mic connected. \
&nbsp;&nbsp;&nbsp;&nbsp;**E**. &nbsp;&nbsp; **Vivox Voice Controls**: Clicking the audio icon will mute/unmute that user.\
&nbsp;&nbsp;&nbsp;&nbsp;**F**. &nbsp;&nbsp; **Relay IP** :The anonymous server IP that Relay generates. This does not need to be shown to players and is displayed here simply to indicate that Relay is functioning.\
&nbsp;&nbsp;&nbsp;&nbsp;**G**. &nbsp;&nbsp; **Relay Code**: An internal join code generated by Relay that is used during Relay connection. This does not need to be shown to players and is displayed here simply to indicate that Relay is functioning.\
&nbsp;&nbsp;&nbsp;&nbsp;**H**. &nbsp;&nbsp; **Emote buttons:**: Sets the player’s emote and is synchronized using UTP.\
&nbsp;&nbsp;&nbsp;&nbsp;**I**. &nbsp;&nbsp; **Lobby color**: (Host only) Sets the lobby color for filtering in the Lobby List. This is synchronized through Lobby, so changes won’t appear immediately for all players because Lobby queries are rate limited. See Rate Limits.\
&nbsp;&nbsp;&nbsp;&nbsp;**J**. &nbsp;&nbsp; **Ready button**: Sets a ready state on the player. When all players are ready, the host initiates a countdown to an “in-game” state, and the lobby becomes hidden from the public lobby list.\
&nbsp;&nbsp;&nbsp;&nbsp;**K**. &nbsp;&nbsp; **????**
### Architecture

* **GameManager** has all the core logic for running the sample. It sets up the services and UI, manages game states, and fields messages from other components.
* Various other classes exist here to maintain the states of multiple components of the sample and to interface between our sample’s needs for Lobby and Relay data and the structure of that data remotely in the services.
* The **Infrastructure** directory contains classes used for essential tasks related to overall function but not specifically to any service.
* **Locator **mimics a Service Locator pattern, allowing for behaviors that might otherwise be Singletons to easily be swapped in and out.
* **Messenger **creates a simple messaging system used to keep unrelated classes decoupled, letting them instead message arbitrary listeners when interesting things happen. For example, a lobby is updated, or a player disconnects from a relay.
* An** Observer** pattern is used for all UI elements and for local copies of remote Lobby and Relay data. An Observer is alerted whenever its observed data changes, and the owner of that data doesn’t need to know who is observing.
* The **UI **directory strictly contains logic for the sample’s UI and observing relevant data. Viewing these files should not be necessary to understand how to use the services themselves, though they do demonstrate the use of the Observer pattern.
* **Locator** mimics a Service Locator pattern, allowing for behaviors that might otherwise be Singletons to easily be swapped in and out.
* **Messenger** creates a simple messaging system used to keep unrelated classes decoupled, letting them instead message arbitrary listeners when interesting things happen. For example, a lobby is updated, or a player disconnects from a relay.
* An **Observer** pattern is used for all UI elements and for local copies of remote Lobby and Relay data. An Observer is alerted whenever its observed data changes, and the owner of that data doesn’t need to know who is observing.
* The **UI** directory strictly contains logic for the sample’s UI and observing relevant data. Viewing these files should not be necessary to understand how to use the services themselves, though they do demonstrate the use of the Observer pattern.
* Multiple **Tests** directories are included to demonstrate core behavior and edge cases for some of the code. In particular, the Play mode tests for Lobby and Relay can be used to ensure your connection to the services is functioning correctly.
* Multiple **Tests** directories are included to demonstrate core behavior and edge cases for some of the code. In particular, the Play mode tests for Lobby and Relay can be used to ensure your connection to the services is functioning correctly. (Run tests using the Test Runner, accessible under **Window > General > Test Runner**.)
* In the Editor, the project assets are broken into nested prefabs for convenience when making changes during sample development. Their details should not be considered vital, although there are UI elements that depend on event handlers that are serialized.

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Assets/Scripts/UI/UITinter.cs


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

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


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

8
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