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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
using UnityEngine.UI;
public class LobbyManager : MonoBehaviourPunCallbacks {
//Lobby Manager Singleton
public static LobbyManager Instance {
get; set;
}
//Buttons
public GameObject connectButton;
public GameObject connectingButton;
public GameObject createRoomButton;
//Panels
public GameObject creatingRoomPanel;
//Menues
public GameObject nameInputMenu;
public GameObject roomSetupMenu;
public GameObject roomMenu;
//Inputs
public InputField playerNameInput;
public InputField roomNameInput;
//Scripts
public GUIController gui;
public RoomLayoutGroup roomLayoutGroup;
private RoomState state;
//Current List of available rooms in the default lobby
private readonly List<RoomInfo> roomList = new List<RoomInfo>();
private void Awake() {
Instance = this;
state = RoomState.NAME;
}
public void OnConnectButtonClicked() {
Debug.Log("Connect Button clicked");
PhotonNetwork.ConnectUsingSettings();
PhotonNetwork.SendRate = MultiplayerSettings.Instance.sendRate;
PhotonNetwork.SerializationRate = MultiplayerSettings.Instance.serializationRate;
connectButton.SetActive(false);
connectingButton.SetActive(true);
}
public void OnCreateRoomButtonClicked() {
Debug.Log("Create Room Button clicked");
string roomName = roomNameInput.text;
TryCreateRoom(roomName);
}
public void OnJoinRoomButtonClicked(string roomName) {
Debug.Log("Trying to join room: " + roomName);
PhotonNetwork.JoinRoom(roomName);
}
public void OnBackButtonClicked() {
Debug.Log("Back Button clicked");
switch (state) {
case RoomState.ROOM:
PhotonNetwork.LeaveRoom();
break;
case RoomState.ROOM_SETUP:
PhotonNetwork.Disconnect();
break;
case RoomState.NAME:
gameObject.SetActive(false);
gui.OpenMenu();
break;
}
}
public override void OnConnectedToMaster() {
PhotonNetwork.AutomaticallySyncScene = true;
PhotonNetwork.LocalPlayer.NickName = playerNameInput.text;
PhotonNetwork.JoinLobby(TypedLobby.Default);
nameInputMenu.SetActive(false);
roomSetupMenu.SetActive(true);
roomNameInput.text = PhotonNetwork.NickName + "'s Room";
state = RoomState.ROOM_SETUP;
}
public override void OnDisconnected(DisconnectCause cause) {
connectingButton.SetActive(false);
connectButton.SetActive(true);
roomSetupMenu.SetActive(false);
nameInputMenu.SetActive(true);
state = RoomState.NAME;
}
public override void OnJoinedLobby() {
Debug.Log("Joined default lobby");
}
public override void OnJoinedRoom() {
Debug.Log("You successfully joined a room");
roomSetupMenu.SetActive(false);
roomMenu.SetActive(true);
RoomManager.Instance.OnJoinedRoom();
state = RoomState.ROOM;
}
public override void OnLeftRoom() {
Debug.Log("You successfully left a room");
RoomManager.Instance.OnLeftRoom();
roomMenu.SetActive(false);
roomSetupMenu.SetActive(true);
state = RoomState.ROOM_SETUP;
}
public override void OnPlayerLeftRoom(Player otherPlayer) {
Debug.Log("Player " + otherPlayer.NickName + " (" + otherPlayer.ActorNumber + ") left the room");
}
public override void OnCreatedRoom() {
Debug.Log("You successfully created a room");
creatingRoomPanel.SetActive(false);
}
public override void OnCreateRoomFailed(short returnCode, string message) {
Debug.Log("You failed to create a room");
creatingRoomPanel.SetActive(false);
}
public override void OnRoomListUpdate(List<RoomInfo> roomList) {
Debug.Log("Room List Update");
ChacheRoomList(roomList);
roomLayoutGroup.OnReceivedRoomListUpdate(this.roomList);
}
private void TryCreateRoom(string name) {
Debug.Log("Trying to create a room");
creatingRoomPanel.SetActive(true);
RoomOptions roomOps = new RoomOptions() {
IsVisible = true,
IsOpen = true,
MaxPlayers = (byte)MultiplayerSettings.Instance.maxPlayers,
CleanupCacheOnLeave = false
};
PhotonNetwork.CreateRoom(name, roomOps, TypedLobby.Default);
}
/**
* The updated List form Photon only contains changed rooms, so we
* must cache our actual list of available rooms
*/
private void ChacheRoomList(List<RoomInfo> updatedList) {
//First, see for changed and/or added roomInfo
//This information can also contain empty, closed and hidden rooms (removed later)
foreach (RoomInfo roomInfo in updatedList) {
//Remove outdated roomLists which are updated in the updatedList
roomList.RemoveAll(room => room.Name == roomInfo.Name);
//Add the updated roomInfo to my roomList
roomList.Add(roomInfo);
}
//Second, remove not needed (empty, closed, hidden) roomInfos
roomList.RemoveAll(room => !room.IsOpen || !room.IsVisible || room.PlayerCount == 0);
}
}
public enum RoomState {
NAME,
ROOM_SETUP,
ROOM
}