mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-21 14:54:18 +00:00
IT WORKS (#1)
This commit is contained in:
parent
f27203af4d
commit
4da71a5717
18 changed files with 413 additions and 164 deletions
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@ -43,7 +43,7 @@ public class DrawingController : ActController
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//Init PaletteButtons
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//Init PaletteButtons
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paletteButtons = new List<PaletteButton>();
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paletteButtons = new List<PaletteButton>();
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for(int i = 0; i < drawingSettings.palette.Count; i++) {
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for(int i = 0; i < drawingSettings.palette.Length; i++) {
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PaletteButton button = Instantiate(paletteButtonPrefab, canvas.transform).GetComponent<PaletteButton>();
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PaletteButton button = Instantiate(paletteButtonPrefab, canvas.transform).GetComponent<PaletteButton>();
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RectTransform btnTransform = button.GetComponent<RectTransform>();
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RectTransform btnTransform = button.GetComponent<RectTransform>();
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Image btnImage = button.GetComponent<Image>();
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Image btnImage = button.GetComponent<Image>();
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@ -6,13 +6,13 @@ using UnityEngine;
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[Serializable]
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[Serializable]
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public class DrawingSettings : ActSettings {
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public class DrawingSettings : ActSettings {
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public Color startingColor = Color.white;
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public Color startingColor = Color.white;
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public List<Color> palette = new List<Color>();
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public Color[] palette = null;
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public float timeLimit = 99f;
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public float timeLimit = 99f;
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public string actName = "Untitled";
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public string actName = "Untitled";
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public string actDescription = "This Act is missing a description.";
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public string actDescription = "This Act is missing a description.";
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public string destinationPool = "default";
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public string destinationPool = "default";
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public DrawingSettings(Color startingColor, List<Color> palette, float timeLimit, string actName, string actDescription, string destinationPool) {
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public DrawingSettings(Color startingColor, Color[] palette, float timeLimit, string actName, string actDescription, string destinationPool) {
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this.type = "Drawing";
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this.type = "Drawing";
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this.startingColor = startingColor;
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this.startingColor = startingColor;
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this.palette = palette;
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this.palette = palette;
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@ -6,7 +6,7 @@ using System.Collections.Generic;
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public class GameSettings
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public class GameSettings
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{
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{
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public string gameName;
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public string gameName;
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public List<ActSettings> acts;
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public ActSettings[] acts;
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public int minimumPlayers = 0;
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public int minimumPlayers = 0;
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public int maximumPlayers = 8;
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public int maximumPlayers = 8;
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}
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}
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@ -3,10 +3,5 @@ using System;
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[Serializable]
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[Serializable]
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public struct Player {
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public struct Player {
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public string name;
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public string name;
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public Guid guid;
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public int id;
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public Player(string name, Guid guid) {
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this.name = name;
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this.guid = guid;
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}
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}
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}
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@ -6,8 +6,9 @@ using Mirror;
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public class PlayerMainController : MonoBehaviour
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public class PlayerMainController : MonoBehaviour
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{
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{
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[Header("WIP")]
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[Header("WIP")]
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public string address = "127.0.0.1:44444";
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public string address = "127.0.0.1";
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public string playerName = "Steffo";
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public string playerName = "Steffo";
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public string gamePassword = "ASDF";
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void Start() {
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void Start() {
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ConnectToServer(address, playerName);
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ConnectToServer(address, playerName);
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@ -42,6 +43,8 @@ public class PlayerMainController : MonoBehaviour
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public void ConnectToServer(string address, string playerName) {
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public void ConnectToServer(string address, string playerName) {
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LogFilter.Debug = true;
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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<NetMessage.Connect.PlayerJoinSuccessful>(OnPlayerJoinSuccessful);
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NetworkClient.RegisterHandler<NetMessage.Connect.PlayerJoinSuccessful>(OnPlayerJoinSuccessful);
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NetworkClient.RegisterHandler<NetMessage.Game.Settings>(OnGameSettings);
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NetworkClient.RegisterHandler<NetMessage.Game.Settings>(OnGameSettings);
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NetworkClient.RegisterHandler<NetMessage.Game.Start>(OnGameStart);
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NetworkClient.RegisterHandler<NetMessage.Game.Start>(OnGameStart);
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@ -50,11 +53,15 @@ public class PlayerMainController : MonoBehaviour
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NetworkClient.RegisterHandler<NetMessage.Act.Start>(OnActStart);
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NetworkClient.RegisterHandler<NetMessage.Act.Start>(OnActStart);
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NetworkClient.RegisterHandler<NetMessage.Act.End>(OnActEnd);
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NetworkClient.RegisterHandler<NetMessage.Act.End>(OnActEnd);
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NetworkClient.Connect(address);
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NetworkClient.Connect(address);
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}
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public void OnConnect(NetworkConnection connection, ConnectMessage message) {
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Debug.Log("Sending NetMessage.Connect.PlayerJoin");
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NetMessage.Connect.PlayerJoin playerJoin = new NetMessage.Connect.PlayerJoin {
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NetMessage.Connect.PlayerJoin playerJoin = new NetMessage.Connect.PlayerJoin {
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playerName = playerName
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playerName = playerName,
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gamePassword = gamePassword
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};
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};
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NetworkClient.Send<NetMessage.Connect.PlayerJoin>(playerJoin);
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connection.Send<NetMessage.Connect.PlayerJoin>(playerJoin);
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}
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}
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protected void OnPlayerJoinSuccessful(NetworkConnection connection, NetMessage.Connect.PlayerJoinSuccessful message) {}
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protected void OnPlayerJoinSuccessful(NetworkConnection connection, NetMessage.Connect.PlayerJoinSuccessful message) {}
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@ -14,10 +14,20 @@ public class ServerMainController : MonoBehaviour
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[Header("Constants")]
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[Header("Constants")]
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public const int MAX_CONNECTIONS = 32;
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public const int MAX_CONNECTIONS = 32;
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protected void Start() {
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StartServer();
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}
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protected void OnDestroy() {
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if(NetworkServer.active) NetworkServer.Shutdown();
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}
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public void StartServer() {
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public void StartServer() {
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LogFilter.Debug = true;
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LogFilter.Debug = true;
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phase = GamePhase.LOBBY;
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phase = GamePhase.LOBBY;
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Transport.activeTransport = GetComponent<TelepathyTransport>();
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NetworkServer.RegisterHandler<NetMessage.Connect.PlayerJoin>(OnPlayerJoin);
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NetworkServer.RegisterHandler<NetMessage.Connect.PlayerJoin>(OnPlayerJoin);
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NetworkServer.RegisterHandler<NetMessage.Error.InvalidPassword>(OnInvalidPassword);
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NetworkServer.RegisterHandler<NetMessage.Connect.ViewerLink>(OnViewerLink);
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NetworkServer.RegisterHandler<NetMessage.Connect.ViewerLink>(OnViewerLink);
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NetworkServer.RegisterHandler<NetMessage.Game.Settings>(OnGameSettings);
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NetworkServer.RegisterHandler<NetMessage.Game.Settings>(OnGameSettings);
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NetworkServer.RegisterHandler<NetMessage.Act.Results>(OnActResults);
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NetworkServer.RegisterHandler<NetMessage.Act.Results>(OnActResults);
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@ -25,25 +35,37 @@ public class ServerMainController : MonoBehaviour
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}
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}
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public void OnPlayerJoin(NetworkConnection connection, NetMessage.Connect.PlayerJoin message) {
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public void OnPlayerJoin(NetworkConnection connection, NetMessage.Connect.PlayerJoin message) {
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Debug.LogFormat("Received NetMessage.Connect.PlayerJoin from {0}", message.playerName);
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if(message.gamePassword != password) {
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if(message.gamePassword != password) {
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connection.Send<NetMessage.Error.InvalidPassword>(new NetMessage.Error.InvalidPassword());
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connection.Send<NetMessage.Error.InvalidPassword>(new NetMessage.Error.InvalidPassword());
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connection.Disconnect();
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return;
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return;
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}
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}
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Player newPlayer = new Player(message.playerName, new Guid());
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Player newPlayer = new Player {
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name = message.playerName,
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id = players.Count
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};
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players.Add(newPlayer);
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players.Add(newPlayer);
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NetMessage.Connect.PlayerJoinSuccessful reply = new NetMessage.Connect.PlayerJoinSuccessful {
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NetMessage.Connect.PlayerJoinSuccessful reply = new NetMessage.Connect.PlayerJoinSuccessful {
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player = newPlayer
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player = newPlayer
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};
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};
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connection.Send<NetMessage.Connect.PlayerJoinSuccessful>(reply);
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connection.Send<NetMessage.Connect.PlayerJoinSuccessful>(reply);
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}
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}
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public void OnInvalidPassword(NetworkConnection connection, NetMessage.Error.InvalidPassword message) {
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Debug.LogError("Invalid gamePassword");
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}
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public void OnViewerLink(NetworkConnection connection, NetMessage.Connect.ViewerLink message) {
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public void OnViewerLink(NetworkConnection connection, NetMessage.Connect.ViewerLink message) {
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if(message.gamePassword != password) {
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if(message.gamePassword != password) {
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connection.Send<NetMessage.Error.InvalidPassword>(new NetMessage.Error.InvalidPassword());
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connection.Send<NetMessage.Error.InvalidPassword>(new NetMessage.Error.InvalidPassword());
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return;
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return;
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}
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}
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Viewer newViewer = new Viewer(new Guid());
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Viewer newViewer = new Viewer {
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id = viewers.Count
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};
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viewers.Add(newViewer);
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viewers.Add(newViewer);
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NetMessage.Connect.ViewerLinkSuccessful reply = new NetMessage.Connect.ViewerLinkSuccessful {
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NetMessage.Connect.ViewerLinkSuccessful reply = new NetMessage.Connect.ViewerLinkSuccessful {
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@ -84,7 +84,7 @@ public class TypingController : ActController
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submit.GetComponent<Button>().interactable = false;
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submit.GetComponent<Button>().interactable = false;
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//Create results
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//Create results
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results = new TypingResults(submissions);
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results = new TypingResults(submissions.ToArray());
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}
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}
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public override void ActCleanup() {
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public override void ActCleanup() {
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@ -4,9 +4,9 @@ using System.Collections.Generic;
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[Serializable]
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[Serializable]
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public class TypingResults : ActResults {
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public class TypingResults : ActResults {
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public List<string> submissions;
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public string[] submissions;
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public TypingResults(List<string> submissions) {
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public TypingResults(string[] submissions) {
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this.submissions = submissions;
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this.submissions = submissions;
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}
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}
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}
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}
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@ -2,9 +2,5 @@ using System;
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public class Viewer {
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public class Viewer {
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public Guid guid;
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public int id;
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public Viewer(Guid guid) {
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this.guid = guid;
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}
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}
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}
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85
Assets/Prefabs/Misc/Server Camera.prefab
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85
Assets/Prefabs/Misc/Server Camera.prefab
Normal file
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@ -0,0 +1,85 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Layer: 0
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m_Name: Server Camera
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m_TagString: MainCamera
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!20 &2877268334151132601
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Camera:
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m_projectionMatrixMode: 1
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m_GateFitMode: 2
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m_FOVAxisMode: 0
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m_SensorSize: {x: 36, y: 24}
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m_LensShift: {x: 0, y: 0}
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m_FocalLength: 50
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m_NormalizedViewPortRect:
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serializedVersion: 2
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x: 0
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y: 0
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width: 1
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height: 1
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near clip plane: 0.3
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far clip plane: 1000
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field of view: 60
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orthographic: 1
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orthographic size: 5
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7
Assets/Prefabs/Misc/Server Camera.prefab.meta
Normal file
7
Assets/Prefabs/Misc/Server Camera.prefab.meta
Normal file
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@ -0,0 +1,7 @@
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89
Assets/Prefabs/Misc/Server Main Controller.prefab
Normal file
89
Assets/Prefabs/Misc/Server Main Controller.prefab
Normal file
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@ -0,0 +1,89 @@
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%YAML 1.1
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m_SourcePrefab: {fileID: 100100000, guid: 9f4f046852b203f4a9c03eae33ac02b6, type: 3}
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|
Loading…
Reference in a new issue