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174 lines
4.6 KiB
174 lines
4.6 KiB
// --------------------------------------------------------------------------------------------------------------------
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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 handle typical game management requirements
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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.SceneManagement;
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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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/// Game manager.
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/// Connects and watch Photon Status, Instantiate Player
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/// Deals with quiting the room and the game
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/// Deals with level loading (outside the in room synchronization)
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/// </summary>
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public class GameManager : MonoBehaviourPunCallbacks
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{
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#region Public Fields
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static public GameManager Instance;
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#endregion
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#region Private Fields
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private GameObject instance;
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[Tooltip("The prefab to use for representing the player")]
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[SerializeField]
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private GameObject playerPrefab;
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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 initialization phase.
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/// </summary>
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void Start()
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{
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Instance = this;
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// in case we started this demo with the wrong scene being active, simply load the menu scene
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if (!PhotonNetwork.IsConnected)
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{
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SceneManager.LoadScene("PunBasics-Launcher");
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return;
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}
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if (playerPrefab == null) { // #Tip Never assume public properties of Components are filled up properly, always check and inform the developer of it.
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Debug.LogError("<Color=Red><b>Missing</b></Color> playerPrefab Reference. Please set it up in GameObject 'Game Manager'", this);
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} else {
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if (PlayerManager.LocalPlayerInstance==null)
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{
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Debug.LogFormat("We are Instantiating LocalPlayer from {0}", SceneManagerHelper.ActiveSceneName);
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// we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate
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PhotonNetwork.Instantiate(this.playerPrefab.name, new Vector3(0f,5f,0f), Quaternion.identity, 0);
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}else{
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Debug.LogFormat("Ignoring scene load for {0}", SceneManagerHelper.ActiveSceneName);
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}
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}
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}
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/// <summary>
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/// MonoBehaviour method called on GameObject by Unity on every frame.
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/// </summary>
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void Update()
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{
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// "back" button of phone equals "Escape". quit app if that's pressed
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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QuitApplication();
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}
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}
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#endregion
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#region Photon Callbacks
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/// <summary>
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/// Called when a Photon Player got connected. We need to then load a bigger scene.
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/// </summary>
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/// <param name="other">Other.</param>
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public override void OnPlayerEnteredRoom( Player other )
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{
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Debug.Log( "OnPlayerEnteredRoom() " + other.NickName); // not seen if you're the player connecting
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if ( PhotonNetwork.IsMasterClient )
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{
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Debug.LogFormat( "OnPlayerEnteredRoom IsMasterClient {0}", PhotonNetwork.IsMasterClient ); // called before OnPlayerLeftRoom
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LoadArena();
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}
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}
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/// <summary>
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/// Called when a Photon Player got disconnected. We need to load a smaller scene.
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/// </summary>
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/// <param name="other">Other.</param>
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public override void OnPlayerLeftRoom( Player other )
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{
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Debug.Log( "OnPlayerLeftRoom() " + other.NickName ); // seen when other disconnects
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if ( PhotonNetwork.IsMasterClient )
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{
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Debug.LogFormat( "OnPlayerEnteredRoom IsMasterClient {0}", PhotonNetwork.IsMasterClient ); // called before OnPlayerLeftRoom
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LoadArena();
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}
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}
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/// <summary>
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/// Called when the local player left the room. We need to load the launcher scene.
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/// </summary>
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public override void OnLeftRoom()
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{
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SceneManager.LoadScene("PunBasics-Launcher");
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}
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#endregion
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#region Public Methods
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public void LeaveRoom()
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{
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PhotonNetwork.LeaveRoom();
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}
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public void QuitApplication()
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{
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Application.Quit();
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}
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#endregion
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#region Private Methods
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void LoadArena()
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{
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if ( ! PhotonNetwork.IsMasterClient )
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{
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Debug.LogError( "PhotonNetwork : Trying to Load a level but we are not the master Client" );
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}
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Debug.LogFormat( "PhotonNetwork : Loading Level : {0}", PhotonNetwork.CurrentRoom.PlayerCount );
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PhotonNetwork.LoadLevel("PunBasics-Room for "+PhotonNetwork.CurrentRoom.PlayerCount);
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}
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#endregion
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}
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} |