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Launcher.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using System;
using TMPro;
using Photon.Realtime;
using Random = UnityEngine.Random;
using UnityEngine.UIElements;
using System.Linq;
public class Launcher : MonoBehaviourPunCallbacks
{
public static Launcher Instance;
List<RoomInfo> fullRoomList = new List<RoomInfo>();
List<RoomListItem> roomListItems = new List<RoomListItem>();
[SerializeField] TMP_InputField roomNameInputField;
[SerializeField] TMP_Text errorText;
[SerializeField] TMP_Text roomNameText;
[SerializeField] Transform roomListContent;
[SerializeField] Transform PlayerListContent;
[SerializeField] GameObject roomListItemPrefab;
[SerializeField] GameObject PlayerListItemPrefab;
[SerializeField] GameObject startGameButton;
private void Awake()
{
Instance = this;
}
public void QuitGame()
{
Application.Quit();
}
// Òóò êîðî÷å êîííåêò ê ñåðâåðó ôîòîíà îðãàíèçîâàí
// Êîííåêòèìñÿ ê ñåðâåðó èñïîëüçóÿ ïàðåìåòðû íàñòðîåíûå â ôàéëå Assets>Photon>PhotonUnityNetworking>Resources>PhotonServerSettings
void Start()
{
Debug.Log("Connecting to Master");
PhotonNetwork.ConnectUsingSettings();
}
// Ïîäêëþ÷àåìñÿ ê ëîááè
public override void OnConnectedToMaster()
{
Debug.Log("Connected to Master");
PhotonNetwork.JoinLobby();
PhotonNetwork.AutomaticallySyncScene = true;
}
// Ïðîâåðÿåì ïîäêëþ÷åíèå
public override void OnJoinedLobby()
{
MenuManager.Instance.OpenMenu("title");
Debug.Log("Joined lobby");
}
// Ñîçäàåì êîìíàòêó
public void CreateRoom()
{
if (string.IsNullOrEmpty(roomNameInputField.text))
{
return;
}
PhotonNetwork.CreateRoom(roomNameInputField.text);
MenuManager.Instance.OpenMenu("loading");
}
// Óäàëîñü ñîçäàòü è ïîäêëþ÷èòüñÿ, ÷åê íà ñîçäàòåëÿ
public override void OnJoinedRoom()
{
MenuManager.Instance.OpenMenu("room");
roomNameText.text = PhotonNetwork.CurrentRoom.Name;
Player[] players = PhotonNetwork.PlayerList;
foreach(Transform child in PlayerListContent)
{
Destroy(child.gameObject);
}
for (int i = 0; i < players.Count(); i++)
{
Instantiate(PlayerListItemPrefab, PlayerListContent).GetComponent<PlayerListItem>().SetUp(players[i]);
}
startGameButton.SetActive(PhotonNetwork.IsMasterClient);
}
// Åñëè ñîçäàòåëü âûøåë, òî ïåðåäàåì ïðàâà äðóãîìó þçåðóóóó
public override void OnMasterClientSwitched(Player newMasterClient)
{
startGameButton.SetActive(PhotonNetwork.IsMasterClient);
}
// Ëîõ, íèõóÿ íå óäàëîñü
public override void OnCreateRoomFailed(short returnCode, string message)
{
errorText.text = "Room Creation Failed: " + message;
MenuManager.Instance.OpenMenu("error");
}
// Âûõîä èç êîìíàòû
public void LeaveRoom()
{
PhotonNetwork.LeaveRoom();
MenuManager.Instance.OpenMenu("loading");
}
public void JoinRoom(RoomInfo info)
{
PhotonNetwork.JoinRoom(info.Name);
MenuManager.Instance.OpenMenu("loading");
}
public override void OnLeftRoom()
{
MenuManager.Instance.OpenMenu("tile");
}
// Ñîçäàåì èíñòàíñû
public override void OnRoomListUpdate(List<RoomInfo> roomList)
{
RoomInfo newRoom = null;
foreach (RoomInfo updatedRoom in roomList)
{
RoomInfo existingRoom = fullRoomList.Find(x => x.Name.Equals(updatedRoom.Name)); // Check to see if we have that room already
if (existingRoom == null) // WE DO NOT HAVE IT
{
fullRoomList.Add(updatedRoom); // Add the room to the full room list
if (newRoom == null)
{
newRoom = updatedRoom;
}
}
else if (updatedRoom.RemovedFromList || updatedRoom.PlayerCount == 0) // WE DO HAVE IT, so check if it has been removed
{
fullRoomList.Remove(existingRoom); // Remove it from our full room list
}
}
RenderRoomList();
if (newRoom != null && !PhotonNetwork.InRoom)
{
newRoom.CustomProperties.TryGetValue("ver", out object version);
if (version != null && (string)version == Application.version)
{
JoinRoom(newRoom);
}
}
}
void RenderRoomList()
{
RemoveRoomList();
foreach (RoomInfo roomInfo in fullRoomList)
{
if (roomInfo.PlayerCount == 0 || roomInfo.RemovedFromList)
continue;
RoomListItem roomListItem = Instantiate(roomListItemPrefab, roomListContent).GetComponent<RoomListItem>();
roomListItem.SetUp(roomInfo);
roomListItems.Add(roomListItem);
}
}
void RemoveRoomList()
{
foreach (RoomListItem roomListItem in roomListItems)
{
Destroy(roomListItem.gameObject);
}
roomListItems.Clear();
}
public override void OnPlayerEnteredRoom(Player newPlayer)
{
Instantiate(PlayerListItemPrefab, PlayerListContent).GetComponent<PlayerListItem>().SetUp(newPlayer);
}
// Ñòàðòóåì êàòî÷êó
public void StartGame()
{
PhotonNetwork.LoadLevel(1);
}
}