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https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Ready Up and Clean Up
This commit is contained in:
@@ -1,26 +1,62 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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using TMPro;
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/* TODO:
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* - Changing Lobby Title Objects causes bugs on client
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*/
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/*
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* The Lobby Class is used to give all LobbyPlayer an instance above them for managing purposes.
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* You could write this into a NetworkManager, but I thought it would be nicer in a seperate script.
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*/
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public class Lobby : NetworkBehaviour
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{
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[SerializeField]
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public List<LobbyPlayer> LobbyPlayers = new List<LobbyPlayer>();
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// Sync Vars
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[SyncVar] //A list of all connected player
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public List<LobbyPlayer> LobbyPlayers = new List<LobbyPlayer>(); // All player a register themselves when they join (LobbyPlayer.cs)
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[SyncVar(hook = "ChangeTitle")]
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[SerializeField] private string lobbyTitle;
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[SerializeField] string lobbyTitle; // Title/Name of the Lobby; Can only be changed by the host, because of "AuthHost"
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public bool AuthHost(LobbyPlayer player)
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[SyncVar]
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public bool allReady = false; // All players are ready?
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void Update()
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{
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if(LobbyPlayers.IndexOf(player) == 0)
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CheckLobbyPlayers(); // Checking the LobbyPlayer List
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allReady = CheckAllReady(); // Continous checking if all player are ready
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}
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public void StartGame() // initializes the In-Game Scene and converts LobbyPlayers to GamePlayers
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{
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Debug.Log("START");
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/* https://youtu.be/HZIzGLe-2f4?t=586
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* Start Loading Panel
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* Destroy LobbyPlayer
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* Instatiate Player Objects and connect them to "conn"
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* Switch Scene
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*/
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}
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#region LobbyPlayer Interaction (Public)
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/* Public (Where the LobbyPlayer interacts with) */
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public bool AuthHost(LobbyPlayer player) // Checks if player is the host
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{
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// In theory the host should always be the first connected player, which means he is index 0 in the LobbyPlayers-List
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if (LobbyPlayers.IndexOf(player) == 0)
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{
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return true;
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}
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return false;
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}
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public void SetTitle(LobbyPlayer player, string text)
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public void SetTitle(LobbyPlayer player, string text) // the host can set the LobbyTitle
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{
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if (AuthHost(player))
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{
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@@ -28,13 +64,44 @@ public class Lobby : NetworkBehaviour
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}
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}
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public void RegisterPlayer(LobbyPlayer player)
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public void RegisterPlayer(LobbyPlayer player) // Where a Player can register himself
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{
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LobbyPlayers.Add(player);
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}
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#endregion
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public void ChangeTitle(string oldTitle, string newTitle)
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#region checks
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/* Checks */
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bool CheckAllReady() // Checks if all players are ready
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{
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// Check if all players are ready (if a player is not ready)
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foreach (LobbyPlayer player in LobbyPlayers)
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{
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if (!player.ready)
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{
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return false;
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}
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}
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return true;
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}
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void CheckLobbyPlayers() // Checks if all LobbyPlayers in the list are still connected (having a GameObject) -> Clears missing players
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{
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foreach(LobbyPlayer player in LobbyPlayers)
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{
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if (player == null)
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{
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LobbyPlayers.Remove(player);
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}
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}
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}
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#endregion
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#region hooks
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/* HOOKS */
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void ChangeTitle(string oldTitle, string newTitle) // Changes the Title Object
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{
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GameObject.Find("title").GetComponent<TextMeshProUGUI>().text = newTitle;
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}
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#endregion
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}
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@@ -1,74 +1,116 @@
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using Mirror;
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using UnityEngine;
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using UnityEngine.UI; // For <Button>
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using Mirror;
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using TMPro;
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using UnityEngine.UI;
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/*
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* This class manages the LobbyPlayer, which is the player object while the player is connected only to the lobby
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* AND is not IN-GAME (just a text-based player)!
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* this LobbyPlayer will get converted into a Player/GamePlayer for in-game use.
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*/
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public class LobbyPlayer : NetworkBehaviour
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{
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[SerializeField] private Button rdyBtn;
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[SerializeField] private TextMeshProUGUI usernameText;
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[SerializeField] private TextMeshProUGUI rdyText;
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// UI Objects
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[SerializeField] Button rdyBtn; // Button Object for listeners
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[SerializeField] TextMeshProUGUI rdyButtonText; // Seperatly getting the text, because it's safer instead of "rdy.Btn.getChild..."
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[SerializeField] private Button team1Btn;
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[SerializeField] private Button team2Btn;
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[SerializeField] TextMeshProUGUI usernameText; // Username Text Object -> Where the Username of every LobbyPlayer will get displayed
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[SerializeField] TextMeshProUGUI rdyText; // Ready Text Object -> Where the Ready-State of every LobbyPlayer will get displayed
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[SerializeField] Button team1Btn; // Join Team 1 Button
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[SerializeField] Button team2Btn; // Join Team 2 Button
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// Sync vars
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[SyncVar(hook = "DisplayPlayerName")]
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[SerializeField] public string username;
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[SyncVar(hook = "ChangeReadyState")]
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[SerializeField] bool ready = false;
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public bool ready = false; // is the LobbyPlayer ready?
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[SyncVar(hook = "ChangeDisplayTeam")]
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[SerializeField] int teamId = 0;
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[SerializeField] int teamId = 0; // which team did the player choose?
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// Vars
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Lobby lobby;
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public override void OnStartClient()
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{
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lobby = GameObject.Find("LobbyManager").GetComponent<Lobby>();
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lobby.RegisterPlayer(this);
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lobby = GameObject.Find("LobbyManager").GetComponent<Lobby>(); // Get the Lobby Object in Scene
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lobby.RegisterPlayer(this); // Register the LobbyPlayer, so the lobby can store him in a list for future use
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}
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public void Start()
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{
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if (isLocalPlayer)
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{
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VariableSaver vs = GameObject.FindGameObjectWithTag("VariableSaver").GetComponent<VariableSaver>();
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/*
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* The Varaible Saver is used to store vars across different scenes and Player-Objects(LobbyPlayer/GamePlayer).
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* In this case it's used to get the values of the players BEFORE they joined the server.
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* -> username input field
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*/
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VariableSaver vs = GameObject.FindGameObjectWithTag("VariableSaver").GetComponent<VariableSaver>();
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// Find GameObjects in Scene BY NAME
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rdyBtn = GameObject.Find("ReadyButton").GetComponent<Button>();
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rdyBtn.onClick.AddListener(CmdChangeReady);
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CmdSendName(vs.username);
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lobby.SetTitle(this, "Game Of\n" + username);
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rdyButtonText = GameObject.Find("RdyBtnText").GetComponent<TextMeshProUGUI>();
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team1Btn = GameObject.Find("Team1Btn").GetComponent<Button>();
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team2Btn = GameObject.Find("Team2Btn").GetComponent<Button>();
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// Set Button Listeners
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rdyBtn.onClick.AddListener(CmdChangeReady);
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team1Btn.onClick.AddListener(delegate { SelectTeam(1); });
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team2Btn.onClick.AddListener(delegate { SelectTeam(2); });
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// Send the username from the local variable saver to the synced var
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CmdSendName(vs.username);
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// Set the lobby title -> only works if you're the host
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lobby.SetTitle(this, "Game Of\n" + username);
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}
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}
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[Command]
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public void CmdSendName(string playerName)
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void Update()
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{
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username = playerName;
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if (isLocalPlayer)
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{
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/*
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* Update the "Ready-Button":
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* Change the text based on host or client / ready or not ready.
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* Adds and removes Start Listener to the hosts button
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*/
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rdyBtn.onClick.RemoveListener(CmdStartGame); // Clear listener
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if (lobby.AuthHost(this) && lobby.allReady) // If all players are ready and your the host
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{
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rdyBtn.onClick.AddListener(CmdStartGame);
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rdyButtonText.SetText("Start");
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}
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else // You are not the host OR not all Players are ready
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{
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if (ready) // You are already ready
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{
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rdyButtonText.SetText("Un-Ready");
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}
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else // You are not ready
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{
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rdyButtonText.SetText("Ready");
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}
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}
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}
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}
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[Command]
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public void CmdChangeReady()
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#region hooks
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/* HOOKS */
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public void DisplayPlayerName(string oldName, string newName) // Changes the text value of the Player-Username-GameObject
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{
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ready = !ready;
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Debug.Log("Player changed name from " + oldName + " to " + newName); // Just for debug -> No future use
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usernameText.text = newName; // sets the new text in the gameobject
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}
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[Command]
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public void SelectTeam(int _teamId)
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{
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teamId = _teamId;
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}
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public void DisplayPlayerName(string oldName, string newName)
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{
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Debug.Log("Player changed name from " + oldName + " to " + newName);
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usernameText.text = newName;
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}
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public void ChangeReadyState(bool oldState, bool newState)
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public void ChangeReadyState(bool oldState, bool newState) // Changes the Ready-Text-Object of the player
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{
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// sets the new text based on the ready state of the player
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if (newState)
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{
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rdyText.text = "Ready";
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@@ -77,17 +119,49 @@ public class LobbyPlayer : NetworkBehaviour
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{
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rdyText.text = "Not Ready";
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}
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}
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public void ChangeDisplayTeam(int oldTeamId, int newTeamId)
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public void ChangeDisplayTeam(int oldTeamId, int newTeamId) // moves the player into the correct team-list
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{
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if(newTeamId == 1)
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// moves the player based on which team he has choosen
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if (newTeamId == 1)
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{
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gameObject.transform.parent = GameObject.FindGameObjectWithTag("Team1List").transform;
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}else if(newTeamId == 2)
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}
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else if (newTeamId == 2)
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{
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gameObject.transform.parent = GameObject.FindGameObjectWithTag("Team2List").transform;
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}
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}
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#endregion
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#region commands
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/* COMMANDS */
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[Command]
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void CmdStartGame()
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{
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if (lobby.AuthHost(this))
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{
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lobby.StartGame();
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}
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}
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[Command]
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void CmdSendName(string playerName) //Send/Set the username from local to the synced var
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{
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username = playerName;
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}
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[Command]
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void CmdChangeReady() // Updates the Ready-State of the Player (Synced Var)
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{
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ready = !ready;
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}
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[Command]
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void SelectTeam(int _teamId) // Updates the team of the Player (Synced Var)
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{
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teamId = _teamId;
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}
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#endregion
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}
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8
Assets/Scripts/Lobby.meta
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8
Assets/Scripts/Lobby.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 8200a488f55a39a46852e1266a825379
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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18
Assets/Scripts/Lobby/LobbyStartGame.cs
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18
Assets/Scripts/Lobby/LobbyStartGame.cs
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@@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ReadyUp : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/Lobby/LobbyStartGame.cs.meta
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11
Assets/Scripts/Lobby/LobbyStartGame.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 435efa23db9058e4ba98afefb0f5f72e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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