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https://github.com/Steffo99/better-tee.git
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Commit changes
This commit is contained in:
parent
40dbe98652
commit
ad95c93b3a
11 changed files with 205 additions and 72 deletions
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@ -35,6 +35,9 @@ public abstract class ActController : MonoBehaviour
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/// </summary>
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public virtual void ActInit() {
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phase = ActPhase.INIT;
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canvas = GameObject.FindGameObjectWithTag("Canvas")?.GetComponent<Canvas>();
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eventSystem = GameObject.FindGameObjectWithTag("EventSystem")?.GetComponent<EventSystem>();
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if(settings == null) {
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throw new MissingSettingsException();
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@ -72,9 +75,7 @@ public abstract class ActController : MonoBehaviour
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}
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protected virtual 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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ActInit();
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}
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protected virtual void Update() {
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7
Assets/Code/GamePhase.cs
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7
Assets/Code/GamePhase.cs
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@ -0,0 +1,7 @@
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public enum GamePhase {
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UNINTIALIZED,
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LOBBY,
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ACTS,
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RESULTS,
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ENDED
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}
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12
Assets/Code/GameSettings.cs
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12
Assets/Code/GameSettings.cs
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@ -0,0 +1,12 @@
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using System;
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using System.Collections.Generic;
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[Serializable]
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public class GameSettings
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{
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public string gameName;
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public List<ActSettings> acts;
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public int minimumPlayers = 0;
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public int maximumPlayers = 8;
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 26964efd4b147744fb4bb183d75abaa6
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guid: 26d9ed1fc6252ef45bc911937e14f5ff
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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78
Assets/Code/NetMessage.cs
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78
Assets/Code/NetMessage.cs
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@ -0,0 +1,78 @@
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using Mirror;
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namespace NetMessage
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{
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namespace Error
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{
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public class InvalidPassword : MessageBase {}
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}
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namespace Connect
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{
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public class PlayerJoin : MessageBase
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{
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public string playerName;
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public string gamePassword;
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}
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public class PlayerJoinSuccessful : MessageBase
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{
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public Player player;
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public PlayerJoinSuccessful(Player player) {
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this.player = player;
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}
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}
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public class ViewerLink : MessageBase
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{
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public string gamePassword;
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}
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public class ViewerLinkSuccessful : MessageBase
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{
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public Viewer viewer;
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public ViewerLinkSuccessful(Viewer viewer) {
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this.viewer = viewer;
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}
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}
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}
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namespace Game
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{
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public class Settings : MessageBase
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{
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public GameSettings settings;
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}
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public class Start : MessageBase
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{
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public Player[] players;
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}
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public class End : MessageBase
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{
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public Player[] leaderboard;
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}
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}
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namespace Act
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{
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public class Init : MessageBase
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{
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public ActSettings settings;
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}
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public class Start : MessageBase {}
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public class Results : MessageBase
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{
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public ActResults results;
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}
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public class End : MessageBase {}
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}
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}
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11
Assets/Code/NetMessage.cs.meta
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11
Assets/Code/NetMessage.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 772d776767c9da042a636c466296b9e7
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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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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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@ -1,48 +0,0 @@
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using System;
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using Mirror;
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namespace NetMessages {
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public class ErrorMessage : MessageBase
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{
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public string errorName;
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public string errorDescription = "";
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}
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public class PlayerConnectionMessage : MessageBase
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{
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public string playerName;
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public string gamePassword;
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}
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public class ViewerConnectionMessage : MessageBase
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{
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public string gamePassword;
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}
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public class ConnectionSuccessfulResponse : MessageBase
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{
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}
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public class GameStartMessage : MessageBase
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{
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}
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public class ActSettingsMessage : MessageBase
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{
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public ActSettings settings;
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}
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public class ActResultsMessage : MessageBase
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{
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public ActResults results;
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}
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public class ActEndNotification : MessageBase
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{
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}
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}
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12
Assets/Code/Player.cs
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12
Assets/Code/Player.cs
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@ -0,0 +1,12 @@
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using System;
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[Serializable]
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public struct Player {
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public string name;
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public Guid guid;
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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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@ -5,8 +5,14 @@ using Mirror;
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public class PlayerMainController : MonoBehaviour
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{
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[Header("WIP")]
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public string address = "127.0.0.1:44444";
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void Start() {
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ConnectToServer(address);
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}
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[Header("Objects")]
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public ActController currentAct;
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public ActController currentAct = null;
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[Header("Prefabs")]
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public GameObject drawingControllerPrefab;
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@ -34,18 +40,38 @@ public class PlayerMainController : MonoBehaviour
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public void ConnectToServer(string address) {
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NetworkClient.Connect(address);
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NetworkClient.RegisterHandler<NetMessages.ConnectionSuccessfulResponse>(OnConnectionSuccessful);
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NetworkClient.RegisterHandler<NetMessages.GameStartMessage>(OnGameStart);
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NetworkClient.RegisterHandler<NetMessages.ActSettingsMessage>(OnActSettings);
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NetworkClient.RegisterHandler<NetMessages.ActEndNotification>(OnActEnd);
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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.Start>(OnGameStart);
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NetworkClient.RegisterHandler<NetMessage.Game.End>(OnGameEnd);
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NetworkClient.RegisterHandler<NetMessage.Act.Init>(OnActInit);
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NetworkClient.RegisterHandler<NetMessage.Act.Start>(OnActStart);
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NetworkClient.RegisterHandler<NetMessage.Act.End>(OnActEnd);
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}
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protected void OnPlayerJoinSuccessful(NetworkConnection connection, NetMessage.Connect.PlayerJoinSuccessful message) {}
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protected void OnGameSettings(NetworkConnection connection, NetMessage.Game.Settings message) {}
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protected void OnGameStart(NetworkConnection connection, NetMessage.Game.Start message) {}
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protected void OnGameEnd(NetworkConnection connection, NetMessage.Game.End message) {}
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protected void OnActInit(NetworkConnection connection, NetMessage.Act.Init message) {
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LoadAct(message.settings);
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currentAct.ActInit();
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}
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public void OnConnectionSuccessful(NetworkConnection connection, NetMessages.ConnectionSuccessfulResponse message) {}
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public void OnGameStart(NetworkConnection connection, NetMessages.GameStartMessage message) {}
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public void OnActEnd(NetworkConnection connection, NetMessages.ActEndNotification message) {}
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public void OnActSettings(NetworkConnection connection, NetMessages.ActSettingsMessage message) {
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LoadAct(message.settings);
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protected void OnActStart(NetworkConnection connection, NetMessage.Act.Start message) {
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currentAct.ActStart();
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}
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protected void OnActEnd(NetworkConnection connection, NetMessage.Act.End message) {
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currentAct.ActEnd();
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//SEND RESULTS HERE
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//test this
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Destroy(currentAct);
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}
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}
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@ -1,24 +1,48 @@
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using UnityEngine;
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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 Mirror;
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public class ServerMainController : MonoBehaviour
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{
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[Header("Status")]
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public bool isListening = false;
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public string password = null;
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public List<Player> players;
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public List<Viewer> viewers;
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public GamePhase phase = GamePhase.UNINTIALIZED;
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[Header("Constants")]
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public const int MAX_CONNECTIONS = 32;
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public void ServerStart() {
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phase = GamePhase.LOBBY;
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NetworkServer.Listen(MAX_CONNECTIONS);
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NetworkServer.RegisterHandler<NetMessages.PlayerConnectionMessage>(OnPlayerConnect);
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NetworkServer.RegisterHandler<NetMessages.ViewerConnectionMessage>(OnViewerConnect);
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NetworkServer.RegisterHandler<NetMessages.ActResultsMessage>(OnActResults);
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isListening = true;
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NetworkServer.RegisterHandler<NetMessage.Connect.PlayerJoin>(OnPlayerJoin);
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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.Act.Results>(OnActResults);
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}
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public void OnPlayerConnect(NetworkConnection connection, NetMessages.PlayerConnectionMessage message) {}
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public void OnViewerConnect(NetworkConnection connection, NetMessages.ViewerConnectionMessage message) {}
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public void OnActResults(NetworkConnection connection, NetMessages.ActResultsMessage message) {}
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public void OnPlayerJoin(NetworkConnection connection, NetMessage.Connect.PlayerJoin message) {
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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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return;
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}
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Player newPlayer = new Player(message.playerName, new Guid());
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players.Add(newPlayer);
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connection.Send<NetMessage.Connect.PlayerJoinSuccessful>(new NetMessage.Connect.PlayerJoinSuccessful(newPlayer));
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}
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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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connection.Send<NetMessage.Error.InvalidPassword>(new NetMessage.Error.InvalidPassword());
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return;
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}
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Viewer newViewer = new Viewer(new Guid());
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viewers.Add(newViewer);
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connection.Send<NetMessage.Connect.ViewerLinkSuccessful>(new NetMessage.Connect.ViewerLinkSuccessful(newViewer));
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}
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public void OnGameSettings(NetworkConnection connection, NetMessage.Game.Settings message) {}
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public void OnActResults(NetworkConnection connection, NetMessage.Act.Results message) {}
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}
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10
Assets/Code/Viewer.cs
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10
Assets/Code/Viewer.cs
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using System;
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public class Viewer {
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public Guid guid;
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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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