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