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2.5 KiB

using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace LobbyRelaySample.UI
{
/// <summary>
/// When inside a lobby, this will show information about a player, whether local or remote.
/// </summary>
[RequireComponent(typeof(LobbyUserObserver))]
public class InLobbyUserUI : ObserverPanel<LobbyUser>
{
[SerializeField]
TMP_Text m_DisplayNameText;
[SerializeField]
TMP_Text m_StatusText;
[SerializeField]
TMP_Text m_EmoteText;
[SerializeField]
Image m_HostIcon;
[SerializeField]
MuteUI m_MuteUI;
[SerializeField]
LobbyUserVolumeUI m_lobbyUserVolumeUI;
public bool IsAssigned => UserId != null;
public string UserId { get; private set; }
private LobbyUserObserver m_observer;
public void SetUser(LobbyUser myLobbyUser)
{
Show();
if (m_observer == null)
m_observer = GetComponent<LobbyUserObserver>();
m_observer.BeginObserving(myLobbyUser);
UserId = myLobbyUser.ID;
}
public void OnUserLeft()
{
UserId = null;
Hide();
m_observer.EndObserving();
}
public void OnMuteToggled(bool muted)
{
}
public void OnVolumeSlide(float volume)
{
}
public override void ObservedUpdated(LobbyUser observed)
{
m_DisplayNameText.SetText(observed.DisplayName);
m_StatusText.SetText(SetStatusFancy(observed.UserStatus));
m_EmoteText.SetText(observed.Emote.GetString());
// m_MuteUI.Show();
m_HostIcon.enabled = observed.IsHost;
}
string SetStatusFancy(UserStatus status)
{
switch (status)
{
case UserStatus.Lobby:
return "<color=#56B4E9>In Lobby</color>"; // Light Blue
case UserStatus.Ready:
return "<color=#009E73>Ready</color>"; // Light Mint
case UserStatus.Connecting:
return "<color=#F0E442>Connecting...</color>"; // Bright Yellow
case UserStatus.InGame:
return "<color=#005500>In Game</color>"; // Green
default:
return "";
}
}
}
}