mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
absoulter basic join kram klappt
This commit is contained in:
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GameObject:
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PrefabInstance:
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9
Assets/Scripts/GameManager.cs
Normal file
9
Assets/Scripts/GameManager.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Mirror;
|
||||
|
||||
public class GameManager : NetworkBehaviour
|
||||
{
|
||||
|
||||
}
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@@ -1,5 +1,5 @@
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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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@@ -1,9 +0,0 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Lobby : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
public List<LobbyPlayer> LobbyPlayers = new List<LobbyPlayer>();
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Mirror;
|
||||
using TMPro;
|
||||
|
||||
@@ -10,12 +11,18 @@ using TMPro;
|
||||
|
||||
|
||||
/*
|
||||
* The Lobby Class is used to give all LobbyPlayer an instance above them for managing purposes.
|
||||
* You could write this into a NetworkManager, but I thought it would be nicer in a seperate script.
|
||||
* The Lobby will always be the "Room", where all Players are connected to.
|
||||
* In-Game AND in LobbyScene!
|
||||
* It manages the Players
|
||||
*/
|
||||
|
||||
public class Lobby : NetworkBehaviour
|
||||
{
|
||||
NetManagerScript networkManager;
|
||||
List<Player> Players = new List<Player>();
|
||||
[SerializeField] GameObject GamePlayerPrefab;
|
||||
[SerializeField] [Scene] string gameScene;
|
||||
|
||||
// Sync Vars
|
||||
[SyncVar] //A list of all connected player
|
||||
public List<LobbyPlayer> LobbyPlayers = new List<LobbyPlayer>(); // All player a register themselves when they join (LobbyPlayer.cs)
|
||||
@@ -26,26 +33,57 @@ public class Lobby : NetworkBehaviour
|
||||
[SyncVar]
|
||||
public bool allReady = false; // All players are ready?
|
||||
|
||||
public bool isLobbyScene;
|
||||
|
||||
void Start()
|
||||
{
|
||||
DontDestroyOnLoad(this);
|
||||
networkManager = GameObject.Find("NetManager").GetComponent<NetManagerScript>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
CheckLobbyPlayers(); // Checking the LobbyPlayer List
|
||||
allReady = CheckAllReady(); // Continous checking if all player are ready
|
||||
}
|
||||
if(SceneManager.GetActiveScene().name == "Lobby") // Check if we are in-game
|
||||
isLobbyScene = true;
|
||||
else
|
||||
isLobbyScene = false;
|
||||
|
||||
if (isLobbyScene)
|
||||
{
|
||||
CheckLobbyPlayers(); // Checking the LobbyPlayer List
|
||||
allReady = CheckAllReady(); // Continous checking if all player are ready
|
||||
}
|
||||
else
|
||||
{
|
||||
CheckPlayers();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void ChangeToPlayer(LobbyPlayer lobbyPlayer)
|
||||
{
|
||||
Debug.Log("Change");
|
||||
var conn = lobbyPlayer.connectionToClient;
|
||||
var newPlayerInstance = Instantiate(GamePlayerPrefab);
|
||||
|
||||
//newPlayerInstance.GetComponent<Player>().username = player.username;
|
||||
|
||||
NetworkServer.Destroy(conn.identity.gameObject);
|
||||
|
||||
NetworkServer.ReplacePlayerForConnection(conn, newPlayerInstance.gameObject);
|
||||
LobbyPlayers.Remove(lobbyPlayer);
|
||||
Players.Add(newPlayerInstance.gameObject.GetComponent<Player>());
|
||||
//NetworkServer.Spawn(newPlayerInstance.gameObject, conn);
|
||||
}
|
||||
|
||||
public void StartGame() // initializes the In-Game Scene and converts LobbyPlayers to GamePlayers
|
||||
{
|
||||
Debug.Log("START");
|
||||
/* https://youtu.be/HZIzGLe-2f4?t=586
|
||||
* Start Loading Panel
|
||||
* Destroy LobbyPlayer
|
||||
* Instatiate Player Objects and connect them to "conn"
|
||||
* Switch Scene
|
||||
*/
|
||||
// https://youtu.be/HZIzGLe-2f4?t=586
|
||||
|
||||
networkManager.ServerChangeScene(gameScene);
|
||||
}
|
||||
|
||||
#region LobbyPlayer Interaction (Public)
|
||||
/* Public (Where the LobbyPlayer interacts with) */
|
||||
public bool AuthHost(LobbyPlayer player) // Checks if player is the host
|
||||
{
|
||||
// In theory the host should always be the first connected player, which means he is index 0 in the LobbyPlayers-List
|
||||
@@ -64,11 +102,17 @@ public class Lobby : NetworkBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void RegisterPlayer(LobbyPlayer player) // Where a Player can register himself
|
||||
public void RegisterLobbyPlayer(LobbyPlayer player) // Where a Player can register himself
|
||||
{
|
||||
LobbyPlayers.Add(player);
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void RegisterPlayer(Player player) // Where a Player can register himself
|
||||
{
|
||||
Players.Add(player);
|
||||
}
|
||||
|
||||
|
||||
|
||||
#region checks
|
||||
/* Checks */
|
||||
@@ -95,6 +139,17 @@ public class Lobby : NetworkBehaviour
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CheckPlayers()
|
||||
{
|
||||
foreach (Player player in Players)
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
Players.Remove(player);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region hooks
|
||||
@@ -2,6 +2,7 @@ using UnityEngine;
|
||||
using UnityEngine.UI; // For <Button>
|
||||
using Mirror;
|
||||
using TMPro;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/*
|
||||
* This class manages the LobbyPlayer, which is the player object while the player is connected only to the lobby
|
||||
@@ -37,12 +38,20 @@ public class LobbyPlayer : NetworkBehaviour
|
||||
public override void OnStartClient()
|
||||
{
|
||||
lobby = GameObject.Find("LobbyManager").GetComponent<Lobby>(); // Get the Lobby Object in Scene
|
||||
lobby.RegisterPlayer(this); // Register the LobbyPlayer, so the lobby can store him in a list for future use
|
||||
if (SceneManager.GetActiveScene().name == "Lobby")
|
||||
{
|
||||
lobby.RegisterLobbyPlayer(this); // Register the LobbyPlayer, so the lobby can store him in a list for future use
|
||||
}
|
||||
else
|
||||
{
|
||||
lobby.ChangeToPlayer(this);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
if (isLocalPlayer)
|
||||
if (isLocalPlayer && SceneManager.GetActiveScene().name == "Lobby") // Needs to check Scene for itself -> it starts faster than the lobby
|
||||
{
|
||||
/*
|
||||
* The Varaible Saver is used to store vars across different scenes and Player-Objects(LobbyPlayer/GamePlayer).
|
||||
@@ -72,7 +81,7 @@ public class LobbyPlayer : NetworkBehaviour
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (isLocalPlayer)
|
||||
if (isLocalPlayer && lobby.isLobbyScene)
|
||||
{
|
||||
/*
|
||||
* Update the "Ready-Button":
|
||||
@@ -1,18 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ReadyUp : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
14
Assets/Scripts/NetManagerScript.cs
Normal file
14
Assets/Scripts/NetManagerScript.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
using System.Collections.Generic;
|
||||
using Mirror;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/* Our Custom Network Manager
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
public class NetManagerScript : NetworkManager
|
||||
{
|
||||
|
||||
}
|
||||
11
Assets/Scripts/NetManagerScript.cs.meta
Normal file
11
Assets/Scripts/NetManagerScript.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d8236d3922ab424d9f006270667d7a7
|
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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}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -5,6 +5,7 @@ using Mirror;
|
||||
|
||||
public class Player : NetworkBehaviour
|
||||
{
|
||||
Lobby lobby;
|
||||
public bool isAlive = true;
|
||||
public Team team;
|
||||
|
||||
@@ -29,15 +30,17 @@ public class Player : NetworkBehaviour
|
||||
|
||||
private void Start()
|
||||
{
|
||||
|
||||
GameManager = GameObject.Find("MatchController");
|
||||
lobby = GameObject.Find("LobbyManager").GetComponent<Lobby>();
|
||||
lobby.RegisterPlayer(this);
|
||||
|
||||
/*GameManager = GameObject.Find("MatchController");
|
||||
gameMaster = GameManager.GetComponent<GameMaster>();
|
||||
if (isServer)
|
||||
{
|
||||
health = defaultHp;
|
||||
gameMaster.RegisterPlayer(GetComponent<Player>());
|
||||
//respawnPos(gameMaster.RespawnRequest(this.gameObject, team.teamID));
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user