mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-22 15:24:18 +00:00
103 lines
No EOL
3.7 KiB
C#
103 lines
No EOL
3.7 KiB
C#
using System;
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using UnityEngine;
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using Mirror;
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using BetterTee;
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namespace BetterTee.Player
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{
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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";
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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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ConnectToServer(address, playerName);
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}
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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 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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public readonly string actType;
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public InvalidActTypeException(string actType) {
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this.actType = actType;
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}
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};
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public void LoadAct(ActSettings settings) {
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if(settings.type == "Drawing") {
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currentAct = Instantiate(drawingControllerPrefab, transform).GetComponent<DrawingController>();
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}
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else if (settings.type == "Typing") {
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currentAct = Instantiate(typingControllerPrefab, transform).GetComponent<TypingController>();
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}
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else throw new InvalidActTypeException(settings.type);
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currentAct.settings = settings;
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}
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public void ConnectToServer(string address, string playerName) {
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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.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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NetworkClient.RegisterHandler<NetMsg.Server.ActStart>(OnActStart);
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NetworkClient.RegisterHandler<NetMsg.Server.ActEnd>(OnActEnd);
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NetworkClient.Connect(address);
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}
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#region Network Events
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protected void OnConnect(NetworkConnection connection, ConnectMessage message) {
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Debug.Log("Sending NetMessage.Connect.PlayerJoin");
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connection.Send<NetMsg.Client.PlayerJoin>(new NetMsg.Client.PlayerJoin {
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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 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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protected void OnGameEnd(NetworkConnection connection, NetMsg.Server.GameEnd message) {}
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protected void OnActInit(NetworkConnection connection, NetMsg.Server.ActInit message) {
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LoadAct(message.settings);
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currentAct.ActInit();
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}
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protected void OnActStart(NetworkConnection connection, NetMsg.Server.ActStart message) {
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currentAct.ActStart();
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}
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protected void OnActEnd(NetworkConnection connection, NetMsg.Server.ActEnd 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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#endregion
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}
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} |