225 lines
7.0 KiB
C#
225 lines
7.0 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using Mirror;
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namespace Mirror.Examples.TopDownShooter
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{
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// Note: EventSystem is needed in your scene for Unitys UI Canvas
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public class CanvasHUD : MonoBehaviour
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{
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public CanvasTopDown canvasTopDown;
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[SerializeField] private GameObject startButtonsGroup;
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[SerializeField] private GameObject statusLabelsGroup;
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[SerializeField] private Button startHostButton;
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[SerializeField] private Button startServerOnlyButton;
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[SerializeField] private Button startClientButton;
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[SerializeField] private Button mainStopButton;
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[SerializeField] private Text statusText;
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[SerializeField] private InputField inputNetworkAddress;
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[SerializeField] private InputField inputPort;
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#if !UNITY_SERVER
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private void Start()
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{
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// Init the input field with Network Manager's network address.
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inputNetworkAddress.text = NetworkManager.singleton.networkAddress;
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GetPort();
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RegisterListeners();
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//RegisterClientEvents();
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CheckWebGLPlayer();
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}
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private void RegisterListeners()
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{
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// Add button listeners. These buttons are already added in the inspector.
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startHostButton.onClick.AddListener(OnClickStartHostButton);
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startServerOnlyButton.onClick.AddListener(OnClickStartServerButton);
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startClientButton.onClick.AddListener(OnClickStartClientButton);
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mainStopButton.onClick.AddListener(OnClickMainStopButton);
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// Add input field listener to update NetworkManager's Network Address
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// when changed.
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inputNetworkAddress.onValueChanged.AddListener(delegate { OnNetworkAddressChange(); });
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inputPort.onValueChanged.AddListener(delegate { OnPortChange(); });
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}
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// Not working at the moment. Can't register events.
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/*private void RegisterClientEvents()
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{
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NetworkClient.OnConnectedEvent += OnClientConnect;
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NetworkClient.OnDisconnectedEvent += OnClientDisconnect;
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}*/
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private void CheckWebGLPlayer()
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{
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// WebGL can't be host or server.
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if (Application.platform == RuntimePlatform.WebGLPlayer)
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{
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startHostButton.interactable = false;
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startServerOnlyButton.interactable = false;
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}
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}
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private void RefreshHUD()
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{
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if (!NetworkServer.active && !NetworkClient.isConnected)
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{
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StartButtons();
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}
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else
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{
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StatusLabelsAndStopButtons();
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}
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}
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private void StartButtons()
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{
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if (!NetworkClient.active)
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{
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statusLabelsGroup.SetActive(false);
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startButtonsGroup.SetActive(true);
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}
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else
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{
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ShowConnectingStatus();
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}
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}
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private void StatusLabelsAndStopButtons()
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{
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startButtonsGroup.SetActive(false);
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statusLabelsGroup.SetActive(true);
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// Host
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if (NetworkServer.active && NetworkClient.active)
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{
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statusText.text = $"<b>Host</b>: running via {Transport.active}";
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}
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// Server only
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else if (NetworkServer.active)
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{
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statusText.text = $"<b>Server</b>: running via {Transport.active}";
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}
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// Client only
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else if (NetworkClient.isConnected)
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{
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statusText.text = $"<b>Client</b>: connected to {NetworkManager.singleton.networkAddress} via {Transport.active}";
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}
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}
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private void ShowConnectingStatus()
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{
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startButtonsGroup.SetActive(false);
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statusLabelsGroup.SetActive(true);
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statusText.text = "Connecting to " + NetworkManager.singleton.networkAddress + "..";
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}
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private void OnClickStartHostButton()
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{
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canvasTopDown.PlaySoundButtonUI();
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NetworkManager.singleton.StartHost();
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}
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private void OnClickStartServerButton()
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{
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canvasTopDown.PlaySoundButtonUI();
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NetworkManager.singleton.StartServer();
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}
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private void OnClickStartClientButton()
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{
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canvasTopDown.PlaySoundButtonUI();
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NetworkManager.singleton.StartClient();
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//ShowConnectingStatus();
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}
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private void OnClickMainStopButton()
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{
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canvasTopDown.PlaySoundButtonUI();
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if (NetworkClient.active && NetworkServer.active)
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{
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NetworkManager.singleton.StopHost();
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}
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if (NetworkClient.active)
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{
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NetworkManager.singleton.StopClient();
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}
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else
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{
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NetworkManager.singleton.StopServer();
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}
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}
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private void OnNetworkAddressChange()
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{
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NetworkManager.singleton.networkAddress = inputNetworkAddress.text;
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}
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private void OnPortChange()
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{
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SetPort(inputPort.text);
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}
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private void SetPort(string _port)
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{
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// only show a port field if we have a port transport
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// we can't have "IP:PORT" in the address field since this only
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// works for IPV4:PORT.
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// for IPV6:PORT it would be misleading since IPV6 contains ":":
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// 2001:0db8:0000:0000:0000:ff00:0042:8329
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if (Transport.active is PortTransport portTransport)
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{
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// use TryParse in case someone tries to enter non-numeric characters
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if (ushort.TryParse(_port, out ushort port))
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portTransport.Port = port;
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}
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}
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private void GetPort()
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{
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if (Transport.active is PortTransport portTransport)
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{
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inputPort.text = portTransport.Port.ToString();
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}
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}
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private void Update()
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{
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RefreshHUD();
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}
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/* This does not work because we can't register the handler.
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void OnClientConnect() {}
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private void OnClientDisconnect()
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{
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RefreshHUD();
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}
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*/
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// Do a check for the presence of a Network Manager component when
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// you first add this script to a gameobject.
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private void Reset()
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{
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#if UNITY_2022_2_OR_NEWER
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if (!FindAnyObjectByType<NetworkManager>())
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Debug.LogError("This component requires a NetworkManager component to be present in the scene. Please add!");
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#else
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// Deprecated in Unity 2023.1
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if (!FindObjectOfType<NetworkManager>())
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Debug.LogError("This component requires a NetworkManager component to be present in the scene. Please add!");
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#endif
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}
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#endif
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}
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}
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