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			176 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			176 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
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.SceneManagement;
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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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    // 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] 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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    public bool ready = false; // is the LobbyPlayer ready?
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    [SyncVar(hook = "ChangeDisplayTeam")]
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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>(); // Get the Lobby Object in Scene
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        if (SceneManager.GetActiveScene().name == "Lobby")
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        {
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            lobby.RegisterLobbyPlayer(this); // Register the LobbyPlayer, so the lobby can store him in a list for future use
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        }
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        else
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        {
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            lobby.ChangeToPlayer(this);            
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        }
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    }
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    void Start()
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    {
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        if (isLocalPlayer && SceneManager.GetActiveScene().name == "Lobby") // Needs to check Scene for itself -> it starts faster than the lobby
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        {
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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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            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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    void Update()
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    {
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        if (isLocalPlayer && lobby.isLobbyScene)
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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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    #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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        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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    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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        }
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        else
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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) // moves the player into the correct team-list
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    {
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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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        }
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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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