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using ExitGames.Client.Photon;
using Photon.Pun;
using Photon.Realtime;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RoomManager : MonoBehaviourPunCallbacks {
//GameObjects
public GameObject countdownPanel;
//Room Manager Singleton
public static RoomManager Instance {
get; set;
}
//Buttons
public Button startButton;
//Texts
public Text roomTitle;
//Scripts
public PlayerSlotManager playerSlotManager;
public StartCountdown startCountdown;
private PhotonView pv;
private void Awake() {
Instance = this;
pv = GetComponent<PhotonView>();
}
public void OnStartButtonClicked() {
Debug.Log("Start Button clicked");
PhotonNetwork.CurrentRoom.IsVisible = false;
PhotonNetwork.CurrentRoom.IsOpen = false;
pv.RPC("RpcStartCountdown", RpcTarget.All);
}
//Called by PhotonLobby
new public void OnJoinedRoom() {
playerSlotManager.OnJoinedRoom();
CheckInterface();
}
//Called by PhotonLobby
new public void OnLeftRoom() {
playerSlotManager.Clear();
PhotonNetwork.LocalPlayer.SetCustomProperties(new Hashtable());
}
public override void OnPlayerEnteredRoom(Player newPlayer) {
Debug.Log("Player " + newPlayer.NickName + " entered the room");
playerSlotManager.OnPlayerEnteredRoom(newPlayer);
CheckInterface();
}
public override void OnPlayerLeftRoom(Player otherPlayer) {
Debug.Log("Player " + otherPlayer.NickName + " left the room");
playerSlotManager.OnPlayerLeftRoom(otherPlayer);
CheckInterface();
}
public override void OnMasterClientSwitched(Player newMasterClient) {
Debug.Log("Master client switched to: " + newMasterClient.ToStringFull());
playerSlotManager.OnMasterClientSwitched(newMasterClient);
CheckInterface();
}
public override void OnPlayerPropertiesUpdate(Player target, Hashtable changedProps) {
playerSlotManager.OnPlayerPropertiesUpdate(target, changedProps);
}
[PunRPC]
private void RpcStartCountdown() {
Debug.Log("Starting countdown...");
countdownPanel.SetActive(true);
startCountdown.StartCount(MultiplayerSettings.Instance.startTime);
}
public void StartSelection() {
Debug.Log("Started loading selection scene...");
//Reset IsReady property for later usage
PhotonNetwork.LocalPlayer.SetCustomProperties(new Hashtable() { ["IsReady"] = false });
//Every client loads Selection Scene itself
PhotonNetwork.LoadLevel(1);
}
private void CheckInterface() {
bool master = PhotonNetwork.IsMasterClient;
int playerCount = PhotonNetwork.CurrentRoom.PlayerCount;
int minPlayers = MultiplayerSettings.Instance.minPlayers;
int maxPlayers = MultiplayerSettings.Instance.maxPlayers;
bool interactable = playerSlotManager.IsEveryoneReady() &&
playerCount >= minPlayers && playerCount <= maxPlayers && master;
startButton.interactable = interactable;
roomTitle.text = PhotonNetwork.CurrentRoom.Name;
}
private void Update() {
CheckInterface();
}
}