2019-09-19 10:28:02 +00:00
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using System;
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using UnityEngine;
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using Mirror;
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namespace BetterTee.Viewer
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{
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public class ViewerMainController : MonoBehaviour
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{
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2019-09-21 00:24:30 +00:00
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[Header("WIP")]
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public string address = "127.0.0.1";
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public string viewerName = "Unknown";
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public string gamePassword = "ASDF";
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void Start() {
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viewerName = Environment.MachineName;
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ConnectToServer(address, viewerName);
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}
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[Header("Objects")]
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public ActViewer currentAct = null;
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public LobbyController lobbyController = null;
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[Header("Prefabs")]
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public GameObject lobbyControllerPrefab = null;
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public GameObject drawingViewerPrefab = null;
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public GameObject typingViewerPrefab = null;
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[Serializable]
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public class InvalidActTypeException : Exception {
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public readonly string actType;
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public InvalidActTypeException(string actType) {
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this.actType = actType;
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}
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};
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public void LoadAct(ActSettings settings) {
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2019-09-22 17:58:06 +00:00
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if(settings.type == "Drawing") {
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currentAct = Instantiate(drawingViewerPrefab).GetComponent<ActViewer>();
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currentAct.settings = settings;
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currentAct.ActInit();
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}
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else if(settings.type == "Typing") {
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currentAct = Instantiate(typingViewerPrefab).GetComponent<ActViewer>();
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currentAct.settings = settings;
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currentAct.ActInit();
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}
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2019-09-21 00:24:30 +00:00
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throw new InvalidActTypeException(settings.type);
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}
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public void ConnectToServer(string address, string playerName) {
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LogFilter.Debug = true;
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Transport.activeTransport = GetComponent<TelepathyTransport>();
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NetworkClient.RegisterHandler<ConnectMessage>(OnConnect);
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NetworkClient.RegisterHandler<DisconnectMessage>(OnDisconnect);
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NetworkClient.RegisterHandler<NetMsg.Server.LobbyStatusChange>(OnLobbyStatusChange);
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NetworkClient.RegisterHandler<NetMsg.Server.LobbyEnd>(OnLobbyEnd);
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NetworkClient.RegisterHandler<NetMsg.Server.GameEnd>(OnGameEnd);
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NetworkClient.RegisterHandler<NetMsg.Server.ActInit>(OnActInit);
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NetworkClient.RegisterHandler<NetMsg.Server.ActStart>(OnActStart);
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NetworkClient.RegisterHandler<NetMsg.Server.ActEnd>(OnActEnd);
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NetworkClient.Connect(address);
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}
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public void StartGame() {
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NetworkClient.Send<NetMsg.Viewer.GameStart>(new NetMsg.Viewer.GameStart {});
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}
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#region Network Events
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protected void OnConnect(NetworkConnection connection, ConnectMessage message) {
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connection.Send<NetMsg.Viewer.ViewerLink>(new NetMsg.Viewer.ViewerLink {
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viewerName = viewerName,
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gamePassword = gamePassword
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});
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lobbyController = Instantiate(lobbyControllerPrefab, transform).GetComponent<LobbyController>();
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lobbyController.startGameAction = StartGame;
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}
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protected void OnDisconnect(NetworkConnection connection, DisconnectMessage message) {
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Debug.LogWarning("Lost connection");
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}
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protected void OnLobbyStatusChange(NetworkConnection connection, NetMsg.Server.LobbyStatusChange message) {
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2019-09-22 17:58:06 +00:00
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lobbyController.OnLobbyStatusChange(message.players, message.viewers, message.canStart);
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2019-09-21 00:24:30 +00:00
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}
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2019-09-22 17:58:06 +00:00
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protected void OnLobbyEnd(NetworkConnection connection, NetMsg.Server.LobbyEnd message) {
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Destroy(lobbyController.gameObject);
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}
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2019-09-21 00:24:30 +00:00
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protected void OnGameEnd(NetworkConnection connection, NetMsg.Server.GameEnd message) {}
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protected void OnActInit(NetworkConnection connection, NetMsg.Server.ActInit message) {
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LoadAct(message.settings);
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}
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protected void OnActStart(NetworkConnection connection, NetMsg.Server.ActStart message) {
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2019-09-22 17:58:06 +00:00
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currentAct.ActStart();
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2019-09-21 00:24:30 +00:00
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}
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protected void OnActEnd(NetworkConnection connection, NetMsg.Server.ActEnd message) {
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2019-09-22 17:58:06 +00:00
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currentAct.ActEnd();
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Destroy(currentAct.gameObject);
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2019-09-21 00:24:30 +00:00
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}
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#endregion
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2019-09-19 10:28:02 +00:00
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}
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}
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