mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-21 14:54:18 +00:00
Update things
This commit is contained in:
parent
40a7c5c6f8
commit
a7f13f72ae
23 changed files with 742 additions and 43 deletions
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@ -3,9 +3,5 @@ using System;
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[Serializable]
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public class DrawingResults : ActResults {
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public readonly byte[] pngBytes;
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public DrawingResults(byte[] pngBytes) {
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this.pngBytes = pngBytes;
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}
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public byte[] pngBytes;
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}
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@ -8,6 +8,9 @@ namespace BetterTee.NetMsg
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namespace Error {
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public class InvalidPassword : MessageBase {}
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public class GameAlreadyStarted : MessageBase {}
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public class MaxPlayersCapReached : MessageBase {}
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public class NotEnoughPlayers : MessageBase {}
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public class NoSettings : MessageBase {}
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}
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public class LobbyStatusChange : MessageBase {
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@ -43,7 +46,7 @@ namespace BetterTee.NetMsg
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public string gamePassword;
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}
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public class ActResults : MessageBase
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public class ActResultsMsg : MessageBase
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{
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public ActResults results;
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}
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@ -61,5 +64,7 @@ namespace BetterTee.NetMsg
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{
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public GameSettings settings;
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}
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public class GameStart : MessageBase {}
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}
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}
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@ -4,8 +4,4 @@ using System;
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[Serializable]
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public class TypingResults : ActResults {
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public string[] submissions;
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public TypingResults(string[] submissions) {
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this.submissions = submissions;
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}
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}
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@ -91,7 +91,9 @@ namespace BetterTee.Player
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drawableFrame.interactable = true;
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//Generate results
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results = new DrawingResults(drawableFrame.ToPNG());
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results = new DrawingResults {
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pngBytes = drawableFrame.ToPNG()
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};
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}
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public override void ActCleanup() {
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61
Assets/Code/Player/LobbyController.cs
Normal file
61
Assets/Code/Player/LobbyController.cs
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@ -0,0 +1,61 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace BetterTee.Player
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{
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public class LobbyController : MonoBehaviour
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{
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[Header("Objects")]
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public Canvas canvas = null;
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public EventSystem eventSystem = null;
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public Text lobbyText;
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public Text playersText;
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public Text viewersText;
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public Text playersList;
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public Text viewersList;
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[Header("Prefabs")]
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public GameObject lobbyTextPrefab;
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public GameObject playersTextPrefab;
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public GameObject viewersTextPrefab;
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public GameObject playersListPrefab;
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public GameObject viewersListPrefab;
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protected void Start() {
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canvas = GameObject.FindGameObjectWithTag("Canvas")?.GetComponent<Canvas>();
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eventSystem = GameObject.FindGameObjectWithTag("EventSystem")?.GetComponent<EventSystem>();
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lobbyText = Instantiate(lobbyTextPrefab, canvas.transform).GetComponent<Text>();
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playersText = Instantiate(playersTextPrefab, canvas.transform).GetComponent<Text>();
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viewersText = Instantiate(viewersTextPrefab, canvas.transform).GetComponent<Text>();
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playersList = Instantiate(playersListPrefab, canvas.transform).GetComponent<Text>();
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viewersList = Instantiate(viewersListPrefab, canvas.transform).GetComponent<Text>();
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}
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public void OnLobbyStatusChange(ConnectedPlayerData[] players, ConnectedViewerData[] viewers) {
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playersList.text = "";
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viewersList.text = "";
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foreach(ConnectedPlayerData player in players) {
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playersList.text += String.Format("[{0}] {1}\n", player.id, player.name);
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}
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foreach(ConnectedViewerData viewer in viewers) {
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viewersList.text += String.Format("[{0}] {1}\n", viewer.id, viewer.name);
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}
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}
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protected void OnDestroy() {
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Destroy(lobbyText.gameObject);
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Destroy(playersText.gameObject);
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Destroy(viewersText.gameObject);
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Destroy(playersList.gameObject);
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Destroy(viewersList.gameObject);
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}
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}
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}
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28
Assets/Code/Player/LobbyController.cs.meta
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28
Assets/Code/Player/LobbyController.cs.meta
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@ -0,0 +1,28 @@
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fileFormatVersion: 2
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guid: 0dfc4022dd0f23147b2b963c2750c36e
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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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- canvas: {instanceID: 0}
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- eventSystem: {instanceID: 0}
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- lobbyText: {instanceID: 0}
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- playersText: {instanceID: 0}
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- viewersText: {instanceID: 0}
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- playersList: {instanceID: 0}
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- viewersList: {instanceID: 0}
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- lobbyTextPrefab: {fileID: 6386469135376110178, guid: 745003c3bffcba6459448fbad7687f9f,
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type: 3}
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- playersTextPrefab: {fileID: 2701375965084900438, guid: 555a7eb2700e7ac4596020774a4450bb,
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type: 3}
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- viewersTextPrefab: {fileID: 5517075760296149523, guid: 17deacbc7a4a5fe458b491cfa6608d1f,
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type: 3}
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- playersListPrefab: {fileID: 8188877146660590661, guid: 84a62a0ae00165e418afb36de8439922,
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type: 3}
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- viewersListPrefab: {fileID: 7800282026214090873, guid: 03fa783d7d140f54cb9b3d03bbb1d9d8,
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type: 3}
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -19,10 +19,12 @@ namespace BetterTee.Player
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[Header("Objects")]
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public ActController currentAct = null;
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public LobbyController lobbyController = null;
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[Header("Prefabs")]
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public GameObject drawingControllerPrefab;
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public GameObject typingControllerPrefab;
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public GameObject lobbyControllerPrefab = null;
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public GameObject drawingControllerPrefab = null;
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public GameObject typingControllerPrefab = null;
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[Serializable]
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public class InvalidActTypeException : Exception {
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@ -48,7 +50,7 @@ namespace BetterTee.Player
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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<NetMsg.Server.PlayerJoined>(OnPlayerJoinSuccessful);
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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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@ -65,10 +67,12 @@ namespace BetterTee.Player
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playerName = playerName,
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gamePassword = gamePassword
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});
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lobbyController = Instantiate(lobbyControllerPrefab, transform).GetComponent<LobbyController>();
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}
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protected void OnPlayerJoinSuccessful(NetworkConnection connection, NetMsg.Server.PlayerJoined message) {
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protected void OnLobbyStatusChange(NetworkConnection connection, NetMsg.Server.LobbyStatusChange message) {
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lobbyController.OnLobbyStatusChange(message.players, message.viewers);
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}
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protected void OnLobbyEnd(NetworkConnection connection, NetMsg.Server.LobbyEnd message) {}
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@ -84,7 +84,9 @@ namespace BetterTee.Player {
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submit.GetComponent<Button>().interactable = false;
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//Create results
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results = new TypingResults(submissions.ToArray());
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results = new TypingResults {
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submissions = submissions.ToArray()
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};
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}
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public override void ActCleanup() {
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@ -1,57 +1,138 @@
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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namespace BetterTee.Server {
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namespace BetterTee.Server
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{
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public class ServerMainController : MonoBehaviour
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{
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[Header("Status")]
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public string password = null;
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public List<ConnectedPlayerData> players;
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public List<ConnectedViewerData> viewers;
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public string lobbyPassword = null;
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public Dictionary<NetworkConnection, ConnectedPlayer> players;
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public Dictionary<NetworkConnection, ConnectedViewer> viewers;
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public GamePhase phase = GamePhase.UNINTIALIZED;
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public GameSettings gameSettings = null;
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public int? currentActNumber = null;
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public ActSettings CurrentActSettings {
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get {
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if(gameSettings == null) return null;
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if(currentActNumber == null) return null;
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return gameSettings.acts[currentActNumber.Value - 1];
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}
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}
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[Header("Constants")]
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public const int MAX_CONNECTIONS = 32;
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#region Unity Methods
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protected void Start() {
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StartServer();
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ServerStart();
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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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#endregion
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public void ServerStart() {
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LogFilter.Debug = true;
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phase = GamePhase.LOBBY;
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players = new Dictionary<NetworkConnection, ConnectedPlayer>();
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viewers = new Dictionary<NetworkConnection, ConnectedViewer>();
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Transport.activeTransport = GetComponent<TelepathyTransport>();
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#region Client Messages
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NetworkServer.RegisterHandler<NetMsg.Client.PlayerJoin>(OnPlayerJoin);
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NetworkServer.RegisterHandler<NetMsg.Client.ActResults>(OnActResults);
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NetworkServer.RegisterHandler<NetMsg.Client.ActResultsMsg>(OnActResults);
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#endregion
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#region Viewer Messages
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NetworkServer.RegisterHandler<NetMsg.Viewer.Settings>(OnGameSettings);
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NetworkServer.RegisterHandler<NetMsg.Viewer.ViewerLink>(OnViewerLink);
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NetworkServer.RegisterHandler<NetMsg.Viewer.GameStart>(OnGameStart);
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#endregion
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#region Other Messages
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NetworkServer.RegisterHandler<ConnectMessage>(OnConnect);
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NetworkServer.RegisterHandler<DisconnectMessage>(OnDisconnect);
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#endregion
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NetworkServer.Listen(MAX_CONNECTIONS);
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}
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public void SendLobbyUpdate() {
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SendToAllRegistered<NetMsg.Server.LobbyStatusChange>(new NetMsg.Server.LobbyStatusChange {
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players = players.Values.ToList().ConvertAll<ConnectedPlayerData>(player => player.Data).ToArray(),
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viewers = viewers.Values.ToList().ConvertAll<ConnectedViewerData>(viewer => viewer.Data).ToArray()
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});
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}
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public void GameStart() {
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phase = GamePhase.ACTS;
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currentActNumber = 1;
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}
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public void ActInit() {
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SendToAllRegistered<NetMsg.Server.ActInit>(new NetMsg.Server.ActInit {
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settings = CurrentActSettings
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});
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}
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#region SendToAll Methods
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public void SendToAllPlayers<T>(T message, int channelId = 0)
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where T: IMessageBase {
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foreach(NetworkConnection connection in players.Keys) {
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connection.Send<T>(message, channelId);
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}
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}
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public void SendToAllViewers<T>(T message, int channelId = 0)
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where T: IMessageBase {
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foreach(NetworkConnection connection in viewers.Keys) {
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connection.Send<T>(message, channelId);
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}
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}
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public void SendToAllRegistered<T>(T message, int channelId = 0)
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where T: IMessageBase {
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SendToAllPlayers<T>(message, channelId);
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SendToAllViewers<T>(message, channelId);
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}
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#endregion
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#region Network Events
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protected void OnConnect(NetworkConnection connection, ConnectMessage message) {}
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protected void OnConnect(NetworkConnection connection, ConnectMessage message) {
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//Kick out clients that don't identify in 5 seconds?
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}
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protected void OnDisconnect(NetworkConnection connection, DisconnectMessage message) {
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//How to handle disconnections?
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try {
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players.Remove(connection);
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}
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catch(KeyNotFoundException) {}
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try {
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viewers.Remove(connection);
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}
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catch(KeyNotFoundException) {}
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SendLobbyUpdate();
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}
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protected void OnPlayerJoin(NetworkConnection connection, NetMsg.Client.PlayerJoin message)
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{
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if(message.gamePassword != password) {
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if(message.gamePassword != lobbyPassword) {
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connection.Send<NetMsg.Server.Error.InvalidPassword>(new NetMsg.Server.Error.InvalidPassword());
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connection.Disconnect();
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return;
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@ -61,47 +142,69 @@ namespace BetterTee.Server {
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connection.Disconnect();
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return;
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}
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if(players.Count >= gameSettings.maximumPlayers) {
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connection.Send<NetMsg.Server.Error.MaxPlayersCapReached>(new NetMsg.Server.Error.MaxPlayersCapReached());
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connection.Disconnect();
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return;
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}
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ConnectedPlayerData newPlayer = new ConnectedPlayerData {
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ConnectedPlayer newPlayer = new ConnectedPlayer {
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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(connection, newPlayer);
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Debug.LogFormat("Player {0} joined the game", message.playerName);
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connection.Send<NetMsg.Server.LobbyStatusChange>(new NetMsg.Server.LobbyStatusChange {
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players = players.ToArray(),
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viewers = viewers.ToArray()
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});
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SendLobbyUpdate();
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}
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protected void OnActResults(NetworkConnection connection, NetMsg.Client.ActResults message) {
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//TODO
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protected void OnActResults(NetworkConnection connection, NetMsg.Client.ActResultsMsg message) {
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//Where should we put act results?
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}
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protected void OnGameSettings(NetworkConnection connection, NetMsg.Viewer.Settings message) {
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Debug.LogFormat("Received GameSettings from {0}", viewers[connection].name);
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gameSettings = message.settings;
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}
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protected void OnViewerLink(NetworkConnection connection, NetMsg.Viewer.ViewerLink message)
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{
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if(message.gamePassword != password) {
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if(message.gamePassword != lobbyPassword) {
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connection.Send<NetMsg.Server.Error.InvalidPassword>(new NetMsg.Server.Error.InvalidPassword());
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connection.Disconnect();
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return;
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}
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ConnectedViewerData newViewer = new ConnectedViewerData {
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ConnectedViewer newViewer = new ConnectedViewer {
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name = message.viewerName,
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id = viewers.Count
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};
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viewers.Add(newViewer);
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viewers.Add(connection, newViewer);
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Debug.LogFormat("Viewer {0} is now linked to the game", message.viewerName);
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connection.Send<NetMsg.Server.LobbyStatusChange>(new NetMsg.Server.LobbyStatusChange {
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players = players.ToArray(),
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viewers = viewers.ToArray()
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});
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SendLobbyUpdate();
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}
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protected void OnGameStart(NetworkConnection connection, NetMsg.Viewer.GameStart message) {
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if(gameSettings == null) {
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connection.Send<NetMsg.Server.Error.NoSettings>(new NetMsg.Server.Error.NoSettings());
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connection.Disconnect();
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return;
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}
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if(players.Count < gameSettings.minimumPlayers) {
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connection.Send<NetMsg.Server.Error.NotEnoughPlayers>(new NetMsg.Server.Error.NotEnoughPlayers());
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connection.Disconnect();
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return;
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}
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GameStart();
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}
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#endregion
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}
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62
Assets/Prefabs/Misc/Lobby Controller.prefab
Normal file
62
Assets/Prefabs/Misc/Lobby Controller.prefab
Normal file
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@ -0,0 +1,62 @@
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|||
%YAML 1.1
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: 264.00003, y: -212.00006}
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m_SizeDelta: {x: 528, y: 200}
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m_Pivot: {x: 0.5, y: 1}
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m_GameObject: {fileID: 5517075760296149523}
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m_PrefabInstance: {fileID: 0}
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m_GameObject: {fileID: 5517075760296149523}
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m_Text: Viewers
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7
Assets/Prefabs/Misc/Viewers Text.prefab.meta
Normal file
7
Assets/Prefabs/Misc/Viewers Text.prefab.meta
Normal file
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@ -0,0 +1,7 @@
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@ -48,6 +48,9 @@ MonoBehaviour:
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@ -8,7 +8,7 @@ EditorBuildSettings:
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guid: 29c4d09f87832d24fbc08b364afc5b30
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Loading…
Reference in a new issue