mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-25 08:34:17 +00:00
103 lines
No EOL
3.7 KiB
C#
103 lines
No EOL
3.7 KiB
C#
using System;
|
|
using UnityEngine;
|
|
using Mirror;
|
|
using BetterTee;
|
|
|
|
namespace BetterTee.Player
|
|
{
|
|
|
|
public class PlayerMainController : MonoBehaviour
|
|
{
|
|
[Header("WIP")]
|
|
public string address = "127.0.0.1";
|
|
public string playerName = "Steffo";
|
|
public string gamePassword = "ASDF";
|
|
|
|
void Start() {
|
|
ConnectToServer(address, playerName);
|
|
}
|
|
|
|
[Header("Objects")]
|
|
public ActController currentAct = null;
|
|
public LobbyController lobbyController = null;
|
|
|
|
[Header("Prefabs")]
|
|
public GameObject lobbyControllerPrefab = null;
|
|
public GameObject drawingControllerPrefab = null;
|
|
public GameObject typingControllerPrefab = null;
|
|
|
|
[Serializable]
|
|
public class InvalidActTypeException : Exception {
|
|
public readonly string actType;
|
|
|
|
public InvalidActTypeException(string actType) {
|
|
this.actType = actType;
|
|
}
|
|
};
|
|
|
|
public void LoadAct(ActSettings settings) {
|
|
if(settings.type == "Drawing") {
|
|
currentAct = Instantiate(drawingControllerPrefab, transform).GetComponent<DrawingController>();
|
|
}
|
|
else if (settings.type == "Typing") {
|
|
currentAct = Instantiate(typingControllerPrefab, transform).GetComponent<TypingController>();
|
|
}
|
|
else throw new InvalidActTypeException(settings.type);
|
|
currentAct.settings = settings;
|
|
}
|
|
|
|
public void ConnectToServer(string address, string playerName) {
|
|
LogFilter.Debug = true;
|
|
Transport.activeTransport = GetComponent<TelepathyTransport>();
|
|
NetworkClient.RegisterHandler<ConnectMessage>(OnConnect);
|
|
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);
|
|
}
|
|
|
|
#region Network Events
|
|
|
|
protected void OnConnect(NetworkConnection connection, ConnectMessage message) {
|
|
Debug.Log("Sending NetMessage.Connect.PlayerJoin");
|
|
connection.Send<NetMsg.Client.PlayerJoin>(new NetMsg.Client.PlayerJoin {
|
|
playerName = playerName,
|
|
gamePassword = gamePassword
|
|
});
|
|
|
|
lobbyController = Instantiate(lobbyControllerPrefab, transform).GetComponent<LobbyController>();
|
|
}
|
|
|
|
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();
|
|
//SEND RESULTS HERE
|
|
|
|
//test this
|
|
Destroy(currentAct);
|
|
}
|
|
|
|
#endregion
|
|
|
|
}
|
|
|
|
} |