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This commit is contained in:
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Mirror.Examples.MultipleMatch
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{
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public class CanvasController : MonoBehaviour
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{
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/// <summary>
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/// Match Controllers listen for this to terminate their match and clean up
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/// </summary>
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public event Action<NetworkConnectionToClient> OnPlayerDisconnect;
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/// <summary>
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/// Cross-reference of client that created the corresponding match in openMatches below
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/// </summary>
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internal static readonly Dictionary<NetworkConnectionToClient, Guid> playerMatches = new Dictionary<NetworkConnectionToClient, Guid>();
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/// <summary>
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/// Open matches that are available for joining
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/// </summary>
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internal static readonly Dictionary<Guid, MatchInfo> openMatches = new Dictionary<Guid, MatchInfo>();
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/// <summary>
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/// Network Connections of all players in a match
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/// </summary>
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internal static readonly Dictionary<Guid, HashSet<NetworkConnectionToClient>> matchConnections = new Dictionary<Guid, HashSet<NetworkConnectionToClient>>();
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/// <summary>
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/// Player informations by Network Connection
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/// </summary>
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internal static readonly Dictionary<NetworkConnectionToClient, PlayerInfo> playerInfos = new Dictionary<NetworkConnectionToClient, PlayerInfo>();
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/// <summary>
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/// Network Connections that have neither started nor joined a match yet
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/// </summary>
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internal static readonly List<NetworkConnectionToClient> waitingConnections = new List<NetworkConnectionToClient>();
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/// <summary>
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/// GUID of a match the local player has created
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/// </summary>
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internal Guid localPlayerMatch = Guid.Empty;
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/// <summary>
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/// GUID of a match the local player has joined
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/// </summary>
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internal Guid localJoinedMatch = Guid.Empty;
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/// <summary>
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/// GUID of a match the local player has selected in the Toggle Group match list
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/// </summary>
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internal Guid selectedMatch = Guid.Empty;
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// Used in UI for "Player #"
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int playerIndex = 1;
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[Header("GUI References")]
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public GameObject matchList;
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public GameObject matchPrefab;
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public GameObject matchControllerPrefab;
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public Button createButton;
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public Button joinButton;
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public GameObject lobbyView;
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public GameObject roomView;
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public RoomGUI roomGUI;
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public ToggleGroup toggleGroup;
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// RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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static void ResetStatics()
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{
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playerMatches.Clear();
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openMatches.Clear();
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matchConnections.Clear();
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playerInfos.Clear();
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waitingConnections.Clear();
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}
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#region UI Functions
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// Called from several places to ensure a clean reset
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// - MatchNetworkManager.Awake
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// - OnStartServer
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// - OnStartClient
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// - OnClientDisconnect
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// - ResetCanvas
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internal void InitializeData()
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{
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playerMatches.Clear();
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openMatches.Clear();
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matchConnections.Clear();
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waitingConnections.Clear();
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localPlayerMatch = Guid.Empty;
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localJoinedMatch = Guid.Empty;
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}
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// Called from OnStopServer and OnStopClient when shutting down
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void ResetCanvas()
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{
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InitializeData();
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lobbyView.SetActive(false);
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roomView.SetActive(false);
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gameObject.SetActive(false);
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}
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#endregion
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#region Button Calls
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/// <summary>
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/// Called from <see cref="MatchGUI.OnToggleClicked"/>
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/// </summary>
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/// <param name="matchId"></param>
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[ClientCallback]
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public void SelectMatch(Guid matchId)
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{
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if (matchId == Guid.Empty)
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{
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selectedMatch = Guid.Empty;
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joinButton.interactable = false;
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}
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else
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{
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if (!openMatches.Keys.Contains(matchId))
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{
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joinButton.interactable = false;
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return;
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}
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selectedMatch = matchId;
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MatchInfo infos = openMatches[matchId];
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joinButton.interactable = infos.players < infos.maxPlayers;
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}
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}
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/// <summary>
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/// Assigned in inspector to Create button
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/// </summary>
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[ClientCallback]
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public void RequestCreateMatch()
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{
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NetworkClient.Send(new ServerMatchMessage { serverMatchOperation = ServerMatchOperation.Create });
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}
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/// <summary>
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/// Assigned in inspector to Cancel button
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/// </summary>
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[ClientCallback]
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public void RequestCancelMatch()
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{
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if (localPlayerMatch == Guid.Empty) return;
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NetworkClient.Send(new ServerMatchMessage { serverMatchOperation = ServerMatchOperation.Cancel });
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}
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/// <summary>
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/// Assigned in inspector to Join button
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/// </summary>
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[ClientCallback]
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public void RequestJoinMatch()
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{
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if (selectedMatch == Guid.Empty) return;
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NetworkClient.Send(new ServerMatchMessage { serverMatchOperation = ServerMatchOperation.Join, matchId = selectedMatch });
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}
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/// <summary>
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/// Assigned in inspector to Leave button
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/// </summary>
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[ClientCallback]
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public void RequestLeaveMatch()
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{
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if (localJoinedMatch == Guid.Empty) return;
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NetworkClient.Send(new ServerMatchMessage { serverMatchOperation = ServerMatchOperation.Leave, matchId = localJoinedMatch });
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}
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/// <summary>
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/// Assigned in inspector to Ready button
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/// </summary>
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[ClientCallback]
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public void RequestReadyChange()
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{
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if (localPlayerMatch == Guid.Empty && localJoinedMatch == Guid.Empty) return;
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Guid matchId = localPlayerMatch == Guid.Empty ? localJoinedMatch : localPlayerMatch;
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NetworkClient.Send(new ServerMatchMessage { serverMatchOperation = ServerMatchOperation.Ready, matchId = matchId });
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}
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/// <summary>
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/// Assigned in inspector to Start button
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/// </summary>
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[ClientCallback]
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public void RequestStartMatch()
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{
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if (localPlayerMatch == Guid.Empty) return;
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NetworkClient.Send(new ServerMatchMessage { serverMatchOperation = ServerMatchOperation.Start });
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}
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/// <summary>
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/// Called from <see cref="MatchController.RpcExitGame"/>
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/// </summary>
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[ClientCallback]
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public void OnMatchEnded()
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{
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localPlayerMatch = Guid.Empty;
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localJoinedMatch = Guid.Empty;
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ShowLobbyView();
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}
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#endregion
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#region Server & Client Callbacks
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// Methods in this section are called from MatchNetworkManager's corresponding methods
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[ServerCallback]
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internal void OnStartServer()
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{
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InitializeData();
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NetworkServer.RegisterHandler<ServerMatchMessage>(OnServerMatchMessage);
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}
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[ServerCallback]
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internal void OnServerReady(NetworkConnectionToClient conn)
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{
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waitingConnections.Add(conn);
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playerInfos.Add(conn, new PlayerInfo { playerIndex = this.playerIndex, ready = false });
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playerIndex++;
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SendMatchList();
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}
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[ServerCallback]
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internal IEnumerator OnServerDisconnect(NetworkConnectionToClient conn)
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{
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// Invoke OnPlayerDisconnect on all instances of MatchController
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OnPlayerDisconnect?.Invoke(conn);
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if (playerMatches.TryGetValue(conn, out Guid matchId))
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{
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playerMatches.Remove(conn);
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openMatches.Remove(matchId);
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foreach (NetworkConnectionToClient playerConn in matchConnections[matchId])
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{
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PlayerInfo _playerInfo = playerInfos[playerConn];
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_playerInfo.ready = false;
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_playerInfo.matchId = Guid.Empty;
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playerInfos[playerConn] = _playerInfo;
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playerConn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.Departed });
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}
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}
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foreach (KeyValuePair<Guid, HashSet<NetworkConnectionToClient>> kvp in matchConnections)
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kvp.Value.Remove(conn);
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PlayerInfo playerInfo = playerInfos[conn];
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if (playerInfo.matchId != Guid.Empty)
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{
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if (openMatches.TryGetValue(playerInfo.matchId, out MatchInfo matchInfo))
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{
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matchInfo.players--;
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openMatches[playerInfo.matchId] = matchInfo;
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}
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HashSet<NetworkConnectionToClient> connections;
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if (matchConnections.TryGetValue(playerInfo.matchId, out connections))
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{
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PlayerInfo[] infos = connections.Select(playerConn => playerInfos[playerConn]).ToArray();
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foreach (NetworkConnectionToClient playerConn in matchConnections[playerInfo.matchId])
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if (playerConn != conn)
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playerConn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.UpdateRoom, playerInfos = infos });
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}
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}
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SendMatchList();
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yield return null;
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}
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[ServerCallback]
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internal void OnStopServer()
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{
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ResetCanvas();
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}
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[ClientCallback]
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internal void OnStartClient()
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{
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InitializeData();
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ShowLobbyView();
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createButton.gameObject.SetActive(true);
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joinButton.gameObject.SetActive(true);
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NetworkClient.RegisterHandler<ClientMatchMessage>(OnClientMatchMessage);
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}
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[ClientCallback]
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internal void OnClientDisconnect()
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{
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InitializeData();
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}
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[ClientCallback]
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internal void OnStopClient()
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{
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ResetCanvas();
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}
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#endregion
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#region Server Match Message Handlers
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[ServerCallback]
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void OnServerMatchMessage(NetworkConnectionToClient conn, ServerMatchMessage msg)
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{
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switch (msg.serverMatchOperation)
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{
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case ServerMatchOperation.None:
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{
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Debug.LogWarning("Missing ServerMatchOperation");
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break;
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}
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case ServerMatchOperation.Create:
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{
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OnServerCreateMatch(conn);
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break;
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}
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case ServerMatchOperation.Cancel:
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{
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OnServerCancelMatch(conn);
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break;
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}
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case ServerMatchOperation.Join:
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{
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OnServerJoinMatch(conn, msg.matchId);
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break;
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}
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case ServerMatchOperation.Leave:
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{
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OnServerLeaveMatch(conn, msg.matchId);
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break;
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}
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case ServerMatchOperation.Ready:
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{
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OnServerPlayerReady(conn, msg.matchId);
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break;
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}
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case ServerMatchOperation.Start:
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{
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OnServerStartMatch(conn);
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break;
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}
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}
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}
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[ServerCallback]
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void OnServerCreateMatch(NetworkConnectionToClient conn)
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{
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if (playerMatches.ContainsKey(conn)) return;
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Guid newMatchId = Guid.NewGuid();
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matchConnections.Add(newMatchId, new HashSet<NetworkConnectionToClient>());
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matchConnections[newMatchId].Add(conn);
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playerMatches.Add(conn, newMatchId);
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openMatches.Add(newMatchId, new MatchInfo { matchId = newMatchId, maxPlayers = 2, players = 1 });
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PlayerInfo playerInfo = playerInfos[conn];
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playerInfo.ready = false;
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playerInfo.matchId = newMatchId;
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playerInfos[conn] = playerInfo;
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PlayerInfo[] infos = matchConnections[newMatchId].Select(playerConn => playerInfos[playerConn]).ToArray();
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conn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.Created, matchId = newMatchId, playerInfos = infos });
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SendMatchList();
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}
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[ServerCallback]
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void OnServerCancelMatch(NetworkConnectionToClient conn)
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{
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if (!playerMatches.ContainsKey(conn)) return;
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conn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.Cancelled });
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Guid matchId;
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if (playerMatches.TryGetValue(conn, out matchId))
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{
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playerMatches.Remove(conn);
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openMatches.Remove(matchId);
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foreach (NetworkConnectionToClient playerConn in matchConnections[matchId])
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{
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PlayerInfo playerInfo = playerInfos[playerConn];
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playerInfo.ready = false;
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playerInfo.matchId = Guid.Empty;
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playerInfos[playerConn] = playerInfo;
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playerConn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.Departed });
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}
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SendMatchList();
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}
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}
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[ServerCallback]
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void OnServerJoinMatch(NetworkConnectionToClient conn, Guid matchId)
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{
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if (!matchConnections.ContainsKey(matchId) || !openMatches.ContainsKey(matchId)) return;
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MatchInfo matchInfo = openMatches[matchId];
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matchInfo.players++;
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openMatches[matchId] = matchInfo;
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matchConnections[matchId].Add(conn);
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PlayerInfo playerInfo = playerInfos[conn];
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playerInfo.ready = false;
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playerInfo.matchId = matchId;
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playerInfos[conn] = playerInfo;
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PlayerInfo[] infos = matchConnections[matchId].Select(playerConn => playerInfos[playerConn]).ToArray();
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SendMatchList();
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conn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.Joined, matchId = matchId, playerInfos = infos });
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foreach (NetworkConnectionToClient playerConn in matchConnections[matchId])
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playerConn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.UpdateRoom, playerInfos = infos });
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}
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[ServerCallback]
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void OnServerLeaveMatch(NetworkConnectionToClient conn, Guid matchId)
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{
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MatchInfo matchInfo = openMatches[matchId];
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matchInfo.players--;
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openMatches[matchId] = matchInfo;
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PlayerInfo playerInfo = playerInfos[conn];
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playerInfo.ready = false;
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playerInfo.matchId = Guid.Empty;
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playerInfos[conn] = playerInfo;
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foreach (KeyValuePair<Guid, HashSet<NetworkConnectionToClient>> kvp in matchConnections)
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kvp.Value.Remove(conn);
|
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|
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HashSet<NetworkConnectionToClient> connections = matchConnections[matchId];
|
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PlayerInfo[] infos = connections.Select(playerConn => playerInfos[playerConn]).ToArray();
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foreach (NetworkConnectionToClient playerConn in matchConnections[matchId])
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playerConn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.UpdateRoom, playerInfos = infos });
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SendMatchList();
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|
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conn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.Departed });
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}
|
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|
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[ServerCallback]
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void OnServerPlayerReady(NetworkConnectionToClient conn, Guid matchId)
|
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{
|
||||
PlayerInfo playerInfo = playerInfos[conn];
|
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playerInfo.ready = !playerInfo.ready;
|
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playerInfos[conn] = playerInfo;
|
||||
|
||||
HashSet<NetworkConnectionToClient> connections = matchConnections[matchId];
|
||||
PlayerInfo[] infos = connections.Select(playerConn => playerInfos[playerConn]).ToArray();
|
||||
|
||||
foreach (NetworkConnectionToClient playerConn in matchConnections[matchId])
|
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playerConn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.UpdateRoom, playerInfos = infos });
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
void OnServerStartMatch(NetworkConnectionToClient conn)
|
||||
{
|
||||
if (!playerMatches.ContainsKey(conn)) return;
|
||||
|
||||
Guid matchId;
|
||||
if (playerMatches.TryGetValue(conn, out matchId))
|
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{
|
||||
GameObject matchControllerObject = Instantiate(matchControllerPrefab);
|
||||
matchControllerObject.GetComponent<NetworkMatch>().matchId = matchId;
|
||||
NetworkServer.Spawn(matchControllerObject);
|
||||
|
||||
MatchController matchController = matchControllerObject.GetComponent<MatchController>();
|
||||
|
||||
foreach (NetworkConnectionToClient playerConn in matchConnections[matchId])
|
||||
{
|
||||
playerConn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.Started });
|
||||
|
||||
GameObject player = Instantiate(NetworkManager.singleton.playerPrefab);
|
||||
player.GetComponent<NetworkMatch>().matchId = matchId;
|
||||
NetworkServer.AddPlayerForConnection(playerConn, player);
|
||||
|
||||
if (matchController.player1 == null)
|
||||
matchController.player1 = playerConn.identity;
|
||||
else
|
||||
matchController.player2 = playerConn.identity;
|
||||
|
||||
/* Reset ready state for after the match. */
|
||||
PlayerInfo playerInfo = playerInfos[playerConn];
|
||||
playerInfo.ready = false;
|
||||
playerInfos[playerConn] = playerInfo;
|
||||
}
|
||||
|
||||
matchController.startingPlayer = matchController.player1;
|
||||
matchController.currentPlayer = matchController.player1;
|
||||
|
||||
playerMatches.Remove(conn);
|
||||
openMatches.Remove(matchId);
|
||||
matchConnections.Remove(matchId);
|
||||
SendMatchList();
|
||||
|
||||
OnPlayerDisconnect += matchController.OnPlayerDisconnect;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends updated match list to all waiting connections or just one if specified
|
||||
/// </summary>
|
||||
/// <param name="conn"></param>
|
||||
[ServerCallback]
|
||||
internal void SendMatchList(NetworkConnectionToClient conn = null)
|
||||
{
|
||||
if (conn != null)
|
||||
conn.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.List, matchInfos = openMatches.Values.ToArray() });
|
||||
else
|
||||
foreach (NetworkConnectionToClient waiter in waitingConnections)
|
||||
waiter.Send(new ClientMatchMessage { clientMatchOperation = ClientMatchOperation.List, matchInfos = openMatches.Values.ToArray() });
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Client Match Message Handler
|
||||
|
||||
[ClientCallback]
|
||||
void OnClientMatchMessage(ClientMatchMessage msg)
|
||||
{
|
||||
switch (msg.clientMatchOperation)
|
||||
{
|
||||
case ClientMatchOperation.None:
|
||||
{
|
||||
Debug.LogWarning("Missing ClientMatchOperation");
|
||||
break;
|
||||
}
|
||||
case ClientMatchOperation.List:
|
||||
{
|
||||
openMatches.Clear();
|
||||
foreach (MatchInfo matchInfo in msg.matchInfos)
|
||||
openMatches.Add(matchInfo.matchId, matchInfo);
|
||||
|
||||
RefreshMatchList();
|
||||
break;
|
||||
}
|
||||
case ClientMatchOperation.Created:
|
||||
{
|
||||
localPlayerMatch = msg.matchId;
|
||||
ShowRoomView();
|
||||
roomGUI.RefreshRoomPlayers(msg.playerInfos);
|
||||
roomGUI.SetOwner(true);
|
||||
break;
|
||||
}
|
||||
case ClientMatchOperation.Cancelled:
|
||||
{
|
||||
localPlayerMatch = Guid.Empty;
|
||||
ShowLobbyView();
|
||||
break;
|
||||
}
|
||||
case ClientMatchOperation.Joined:
|
||||
{
|
||||
localJoinedMatch = msg.matchId;
|
||||
ShowRoomView();
|
||||
roomGUI.RefreshRoomPlayers(msg.playerInfos);
|
||||
roomGUI.SetOwner(false);
|
||||
break;
|
||||
}
|
||||
case ClientMatchOperation.Departed:
|
||||
{
|
||||
localJoinedMatch = Guid.Empty;
|
||||
ShowLobbyView();
|
||||
break;
|
||||
}
|
||||
case ClientMatchOperation.UpdateRoom:
|
||||
{
|
||||
roomGUI.RefreshRoomPlayers(msg.playerInfos);
|
||||
break;
|
||||
}
|
||||
case ClientMatchOperation.Started:
|
||||
{
|
||||
lobbyView.SetActive(false);
|
||||
roomView.SetActive(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[ClientCallback]
|
||||
void ShowLobbyView()
|
||||
{
|
||||
lobbyView.SetActive(true);
|
||||
roomView.SetActive(false);
|
||||
|
||||
foreach (Transform child in matchList.transform)
|
||||
if (child.gameObject.GetComponent<MatchGUI>().GetMatchId() == selectedMatch)
|
||||
{
|
||||
Toggle toggle = child.gameObject.GetComponent<Toggle>();
|
||||
toggle.isOn = true;
|
||||
}
|
||||
}
|
||||
|
||||
[ClientCallback]
|
||||
void ShowRoomView()
|
||||
{
|
||||
lobbyView.SetActive(false);
|
||||
roomView.SetActive(true);
|
||||
}
|
||||
|
||||
[ClientCallback]
|
||||
void RefreshMatchList()
|
||||
{
|
||||
foreach (Transform child in matchList.transform)
|
||||
Destroy(child.gameObject);
|
||||
|
||||
joinButton.interactable = false;
|
||||
|
||||
foreach (MatchInfo matchInfo in openMatches.Values)
|
||||
{
|
||||
GameObject newMatch = Instantiate(matchPrefab, Vector3.zero, Quaternion.identity);
|
||||
newMatch.transform.SetParent(matchList.transform, false);
|
||||
newMatch.GetComponent<MatchGUI>().SetMatchInfo(matchInfo);
|
||||
|
||||
Toggle toggle = newMatch.GetComponent<Toggle>();
|
||||
toggle.group = toggleGroup;
|
||||
if (matchInfo.matchId == selectedMatch)
|
||||
toggle.isOn = true;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user