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Bugs: Removing the selected lobby data from the Join menu, so that when we return from a lobby, if we select Join again immediately, we don't just try to join the same lobby again. Changing "Ready." to "Ready" in the lobby UI. Making the error popup block raycasts fully, except for the Back button (for the case of the host disconnecting from the Lobby, since they would be popping up a 404 every 1.5s such that it would be difficult to click the button to leave the lobby).

/main/staging/bugs_various
nathaniel.buck@unity3d.com 3 年前
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e0abc931
共有 6 个文件被更改,包括 92 次插入23 次删除
  1. 40
      Assets/Prefabs/UI/BackButtonBG.prefab
  2. 62
      Assets/Prefabs/UI/GameCanvas.prefab
  3. 2
      Assets/Prefabs/UI/PlayerInteractionPanel.prefab
  4. 8
      Assets/Scenes/mainScene.unity
  5. 1
      Assets/Scripts/UI/JoinMenuUI.cs
  6. 2
      Assets/Scripts/Vivox/VivoxUserHandler.cs

40
Assets/Prefabs/UI/BackButtonBG.prefab


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62
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2
Assets/Prefabs/UI/PlayerInteractionPanel.prefab


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Assets/Scenes/mainScene.unity


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1
Assets/Scripts/UI/JoinMenuUI.cs


public void OnJoinButtonPressed()
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.JoinLobbyRequest, m_LocalLobbySelected);
m_LocalLobbySelected = default;
}
public void OnRefresh()

2
Assets/Scripts/Vivox/VivoxUserHandler.cs


// In the future, remove FindVivoxId and pass the environment ID here instead.
m_vivoxId = null;
// SetID might be called after we've received the IChannelSession for remote players, which would mean after OnParticipant Added. So, duplicate the VivoxID work here.
// SetID might be called after we've received the IChannelSession for remote players, which would mean after OnParticipantAdded. So, duplicate the VivoxID work here.
if (m_channelSession != null)
{
foreach (var participant in m_channelSession.Participants)

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