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Cross platform confirmed working

This commit is contained in:
Steffo 2019-09-21 02:24:30 +02:00
parent a7f13f72ae
commit 23b5280cd6
29 changed files with 1345 additions and 84 deletions

View file

@ -5,7 +5,7 @@ using UnityEngine.EventSystems;
namespace BetterTee.Viewer
{
public class ActController
public class ActViewer
{
[Header("Settings")]
public ActSettings settings = null;

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@ -0,0 +1,70 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace BetterTee.Viewer
{
public class LobbyController : MonoBehaviour
{
[Header("Objects")]
public Canvas canvas = null;
public EventSystem eventSystem = null;
public Action startGameAction = null;
public Text lobbyText = null;
public Text playersText = null;
public Text viewersText = null;
public Text playersList = null;
public Text viewersList = null;
public StartGameBtn startGameBtn = null;
[Header("Prefabs")]
public GameObject lobbyTextPrefab;
public GameObject playersTextPrefab;
public GameObject viewersTextPrefab;
public GameObject playersListPrefab;
public GameObject viewersListPrefab;
public GameObject startGameBtnPrefab;
protected void Start() {
canvas = GameObject.FindGameObjectWithTag("Canvas")?.GetComponent<Canvas>();
eventSystem = GameObject.FindGameObjectWithTag("EventSystem")?.GetComponent<EventSystem>();
lobbyText = Instantiate(lobbyTextPrefab, canvas.transform).GetComponent<Text>();
playersText = Instantiate(playersTextPrefab, canvas.transform).GetComponent<Text>();
viewersText = Instantiate(viewersTextPrefab, canvas.transform).GetComponent<Text>();
playersList = Instantiate(playersListPrefab, canvas.transform).GetComponent<Text>();
viewersList = Instantiate(viewersListPrefab, canvas.transform).GetComponent<Text>();
startGameBtn = Instantiate(startGameBtnPrefab, canvas.transform).GetComponent<StartGameBtn>();
startGameBtn.lobbyController = this;
}
public void OnLobbyStatusChange(ConnectedPlayerData[] players, ConnectedViewerData[] viewers) {
playersList.text = "";
viewersList.text = "";
foreach(ConnectedPlayerData player in players) {
playersList.text += String.Format("[{0}] {1}\n", player.id, player.name);
}
foreach(ConnectedViewerData viewer in viewers) {
viewersList.text += String.Format("[{0}] {1}\n", viewer.id, viewer.name);
}
}
public void OnStartGameBtnPress() {
startGameAction();
}
protected void OnDestroy() {
Destroy(lobbyText.gameObject);
Destroy(playersText.gameObject);
Destroy(viewersText.gameObject);
Destroy(playersList.gameObject);
Destroy(viewersList.gameObject);
}
}
}

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@ -0,0 +1,18 @@
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace BetterTee.Viewer
{
public class StartGameBtn : MonoBehaviour
{
public LobbyController lobbyController;
public void OnClick() {
lobbyController.OnStartGameBtnPress();
}
}
}

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View file

@ -8,6 +8,97 @@ namespace BetterTee.Viewer
public class ViewerMainController : MonoBehaviour
{
[Header("WIP")]
public string address = "127.0.0.1";
public string viewerName = "Unknown";
public string gamePassword = "ASDF";
void Start() {
viewerName = Environment.MachineName;
ConnectToServer(address, viewerName);
}
[Header("Objects")]
public ActViewer currentAct = null;
public LobbyController lobbyController = null;
[Header("Prefabs")]
public GameObject lobbyControllerPrefab = null;
public GameObject drawingViewerPrefab = null;
public GameObject typingViewerPrefab = null;
[Serializable]
public class InvalidActTypeException : Exception {
public readonly string actType;
public InvalidActTypeException(string actType) {
this.actType = actType;
}
};
public void LoadAct(ActSettings settings) {
throw new InvalidActTypeException(settings.type);
}
public void ConnectToServer(string address, string playerName) {
LogFilter.Debug = true;
Transport.activeTransport = GetComponent<TelepathyTransport>();
NetworkClient.RegisterHandler<ConnectMessage>(OnConnect);
NetworkClient.RegisterHandler<DisconnectMessage>(OnDisconnect);
NetworkClient.RegisterHandler<NetMsg.Server.LobbyStatusChange>(OnLobbyStatusChange);
NetworkClient.RegisterHandler<NetMsg.Server.LobbyEnd>(OnLobbyEnd);
NetworkClient.RegisterHandler<NetMsg.Server.GameEnd>(OnGameEnd);
NetworkClient.RegisterHandler<NetMsg.Server.ActInit>(OnActInit);
NetworkClient.RegisterHandler<NetMsg.Server.ActStart>(OnActStart);
NetworkClient.RegisterHandler<NetMsg.Server.ActEnd>(OnActEnd);
NetworkClient.Connect(address);
}
public void StartGame() {
NetworkClient.Send<NetMsg.Viewer.GameStart>(new NetMsg.Viewer.GameStart {});
}
#region Network Events
protected void OnConnect(NetworkConnection connection, ConnectMessage message) {
Debug.Log("Sending ViewerLink message");
connection.Send<NetMsg.Viewer.ViewerLink>(new NetMsg.Viewer.ViewerLink {
viewerName = viewerName,
gamePassword = gamePassword
});
lobbyController = Instantiate(lobbyControllerPrefab, transform).GetComponent<LobbyController>();
lobbyController.startGameAction = StartGame;
}
protected void OnDisconnect(NetworkConnection connection, DisconnectMessage message) {
Debug.LogWarning("Lost connection");
}
protected void OnLobbyStatusChange(NetworkConnection connection, NetMsg.Server.LobbyStatusChange message) {
lobbyController.OnLobbyStatusChange(message.players, message.viewers);
}
protected void OnLobbyEnd(NetworkConnection connection, NetMsg.Server.LobbyEnd message) {}
protected void OnGameEnd(NetworkConnection connection, NetMsg.Server.GameEnd message) {}
protected void OnActInit(NetworkConnection connection, NetMsg.Server.ActInit message) {
LoadAct(message.settings);
//currentAct.ActInit();
}
protected void OnActStart(NetworkConnection connection, NetMsg.Server.ActStart message) {
//currentAct.ActStart();
}
protected void OnActEnd(NetworkConnection connection, NetMsg.Server.ActEnd message) {
//currentAct.ActEnd();
//Destroy(currentAct);
}
#endregion
}
}

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