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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="Launcher.cs" company="Exit Games GmbH">
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// Part of: Photon Unity Networking Demos
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// </copyright>
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// <summary>
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// Used in "PUN Basic tutorial" to connect, and join/create room automatically
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// </summary>
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// <author>developer@exitgames.com</author>
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// --------------------------------------------------------------------------------------------------------------------
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using UnityEngine;
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using UnityEngine.UI;
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using Photon.Realtime;
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namespace Photon.Pun.Demo.PunBasics
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{
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#pragma warning disable 649
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/// <summary>
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/// Launch manager. Connect, join a random room or create one if none or all full.
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/// </summary>
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public class Launcher : MonoBehaviourPunCallbacks
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{
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#region Private Serializable Fields
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[Tooltip("The Ui Panel to let the user enter name, connect and play")]
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[SerializeField]
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private GameObject controlPanel;
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[Tooltip("The Ui Text to inform the user about the connection progress")]
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[SerializeField]
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private Text feedbackText;
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[Tooltip("The maximum number of players per room")]
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[SerializeField]
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private byte maxPlayersPerRoom = 4;
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[Tooltip("The UI Loader Anime")]
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[SerializeField]
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private LoaderAnime loaderAnime;
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#endregion
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#region Private Fields
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/// <summary>
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/// Keep track of the current process. Since connection is asynchronous and is based on several callbacks from Photon,
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/// we need to keep track of this to properly adjust the behavior when we receive call back by Photon.
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/// Typically this is used for the OnConnectedToMaster() callback.
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/// </summary>
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bool isConnecting;
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/// <summary>
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/// This client's version number. Users are separated from each other by gameVersion (which allows you to make breaking changes).
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/// </summary>
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string gameVersion = "1";
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#endregion
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#region MonoBehaviour CallBacks
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/// <summary>
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/// MonoBehaviour method called on GameObject by Unity during early initialization phase.
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/// </summary>
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void Awake()
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{
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if (loaderAnime==null)
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{
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Debug.LogError("<Color=Red><b>Missing</b></Color> loaderAnime Reference.",this);
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}
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// #Critical
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// this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically
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PhotonNetwork.AutomaticallySyncScene = true;
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Start the connection process.
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/// - If already connected, we attempt joining a random room
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/// - if not yet connected, Connect this application instance to Photon Cloud Network
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/// </summary>
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public void Connect()
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{
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// we want to make sure the log is clear everytime we connect, we might have several failed attempted if connection failed.
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feedbackText.text = "";
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// keep track of the will to join a room, because when we come back from the game we will get a callback that we are connected, so we need to know what to do then
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isConnecting = true;
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// hide the Play button for visual consistency
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controlPanel.SetActive(false);
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// start the loader animation for visual effect.
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if (loaderAnime!=null)
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{
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loaderAnime.StartLoaderAnimation();
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}
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// we check if we are connected or not, we join if we are , else we initiate the connection to the server.
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if (PhotonNetwork.IsConnected)
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{
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LogFeedback("Joining Room...");
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// #Critical we need at this point to attempt joining a Random Room. If it fails, we'll get notified in OnJoinRandomFailed() and we'll create one.
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PhotonNetwork.JoinRandomRoom();
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}else{
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LogFeedback("Connecting...");
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// #Critical, we must first and foremost connect to Photon Online Server.
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PhotonNetwork.ConnectUsingSettings();
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PhotonNetwork.GameVersion = this.gameVersion;
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}
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}
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/// <summary>
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/// Logs the feedback in the UI view for the player, as opposed to inside the Unity Editor for the developer.
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/// </summary>
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/// <param name="message">Message.</param>
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void LogFeedback(string message)
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{
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// we do not assume there is a feedbackText defined.
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if (feedbackText == null) {
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return;
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}
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// add new messages as a new line and at the bottom of the log.
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feedbackText.text += System.Environment.NewLine+message;
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}
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#endregion
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#region MonoBehaviourPunCallbacks CallBacks
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// below, we implement some callbacks of PUN
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// you can find PUN's callbacks in the class MonoBehaviourPunCallbacks
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/// <summary>
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/// Called after the connection to the master is established and authenticated
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/// </summary>
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public override void OnConnectedToMaster()
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{
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// we don't want to do anything if we are not attempting to join a room.
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// this case where isConnecting is false is typically when you lost or quit the game, when this level is loaded, OnConnectedToMaster will be called, in that case
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// we don't want to do anything.
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if (isConnecting)
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{
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LogFeedback("OnConnectedToMaster: Next -> try to Join Random Room");
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Debug.Log("PUN Basics Tutorial/Launcher: OnConnectedToMaster() was called by PUN. Now this client is connected and could join a room.\n Calling: PhotonNetwork.JoinRandomRoom(); Operation will fail if no room found");
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// #Critical: The first we try to do is to join a potential existing room. If there is, good, else, we'll be called back with OnJoinRandomFailed()
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PhotonNetwork.JoinRandomRoom();
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}
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}
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/// <summary>
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/// Called when a JoinRandom() call failed. The parameter provides ErrorCode and message.
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/// </summary>
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/// <remarks>
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/// Most likely all rooms are full or no rooms are available. <br/>
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/// </remarks>
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public override void OnJoinRandomFailed(short returnCode, string message)
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{
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LogFeedback("<Color=Red>OnJoinRandomFailed</Color>: Next -> Create a new Room");
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Debug.Log("PUN Basics Tutorial/Launcher:OnJoinRandomFailed() was called by PUN. No random room available, so we create one.\nCalling: PhotonNetwork.CreateRoom");
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// #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.
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PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = this.maxPlayersPerRoom});
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}
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/// <summary>
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/// Called after disconnecting from the Photon server.
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/// </summary>
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public override void OnDisconnected(DisconnectCause cause)
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{
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LogFeedback("<Color=Red>OnDisconnected</Color> "+cause);
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Debug.LogError("PUN Basics Tutorial/Launcher:Disconnected");
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// #Critical: we failed to connect or got disconnected. There is not much we can do. Typically, a UI system should be in place to let the user attemp to connect again.
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loaderAnime.StopLoaderAnimation();
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isConnecting = false;
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controlPanel.SetActive(true);
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}
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/// <summary>
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/// Called when entering a room (by creating or joining it). Called on all clients (including the Master Client).
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/// </summary>
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/// <remarks>
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/// This method is commonly used to instantiate player characters.
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/// If a match has to be started "actively", you can call an [PunRPC](@ref PhotonView.RPC) triggered by a user's button-press or a timer.
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///
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/// When this is called, you can usually already access the existing players in the room via PhotonNetwork.PlayerList.
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/// Also, all custom properties should be already available as Room.customProperties. Check Room..PlayerCount to find out if
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/// enough players are in the room to start playing.
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/// </remarks>
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public override void OnJoinedRoom()
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{
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LogFeedback("<Color=Green>OnJoinedRoom</Color> with "+PhotonNetwork.CurrentRoom.PlayerCount+" Player(s)");
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Debug.Log("PUN Basics Tutorial/Launcher: OnJoinedRoom() called by PUN. Now this client is in a room.\nFrom here on, your game would be running.");
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// #Critical: We only load if we are the first player, else we rely on PhotonNetwork.AutomaticallySyncScene to sync our instance scene.
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if (PhotonNetwork.CurrentRoom.PlayerCount == 1)
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{
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Debug.Log("We load the 'Room for 1' ");
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// #Critical
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// Load the Room Level.
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PhotonNetwork.LoadLevel("PunBasics-Room for 1");
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}
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}
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#endregion
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}
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}
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