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better-tee/Assets/Code/PlayerMainController.cs

85 lines
2.9 KiB
C#

using System;
using UnityEngine;
using Mirror;
public class PlayerMainController : MonoBehaviour
{
[Header("WIP")]
public string address = "127.0.0.1:44444";
public string playerName = "Steffo";
void Start() {
ConnectToServer(address, playerName);
}
[Header("Objects")]
public ActController currentAct = null;
[Header("Prefabs")]
public GameObject drawingControllerPrefab;
public GameObject typingControllerPrefab;
[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;
NetworkClient.RegisterHandler<NetMessage.Connect.PlayerJoinSuccessful>(OnPlayerJoinSuccessful);
NetworkClient.RegisterHandler<NetMessage.Game.Settings>(OnGameSettings);
NetworkClient.RegisterHandler<NetMessage.Game.Start>(OnGameStart);
NetworkClient.RegisterHandler<NetMessage.Game.End>(OnGameEnd);
NetworkClient.RegisterHandler<NetMessage.Act.Init>(OnActInit);
NetworkClient.RegisterHandler<NetMessage.Act.Start>(OnActStart);
NetworkClient.RegisterHandler<NetMessage.Act.End>(OnActEnd);
NetworkClient.Connect(address);
NetMessage.Connect.PlayerJoin playerJoin = new NetMessage.Connect.PlayerJoin {
playerName = playerName
};
NetworkClient.Send<NetMessage.Connect.PlayerJoin>(playerJoin);
}
protected void OnPlayerJoinSuccessful(NetworkConnection connection, NetMessage.Connect.PlayerJoinSuccessful message) {}
protected void OnGameSettings(NetworkConnection connection, NetMessage.Game.Settings message) {}
protected void OnGameStart(NetworkConnection connection, NetMessage.Game.Start message) {}
protected void OnGameEnd(NetworkConnection connection, NetMessage.Game.End message) {}
protected void OnActInit(NetworkConnection connection, NetMessage.Act.Init message) {
LoadAct(message.settings);
currentAct.ActInit();
}
protected void OnActStart(NetworkConnection connection, NetMessage.Act.Start message) {
currentAct.ActStart();
}
protected void OnActEnd(NetworkConnection connection, NetMessage.Act.End message) {
currentAct.ActEnd();
//SEND RESULTS HERE
//test this
Destroy(currentAct);
}
}