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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.Networking;
  5. namespace Networking.Client
  6. {
  7. [CreateAssetMenu(menuName = "Major Project/Networking/ClientObject", order = 150)]
  8. public class ClientObject : ScriptableObject
  9. {
  10. #region Inspector Fields
  11. [Header("Connection Settings")]
  12. [SerializeField]
  13. [Tooltip("Server Address to Connect to")]
  14. private string ServerIP;
  15. [SerializeField]
  16. [Tooltip("Port to connect on")]
  17. private int Port;
  18. [SerializeField]
  19. [Tooltip("Scene to return to if disconnected from server")]
  20. private string DisconnectScene;
  21. [Header("Player Settings")]
  22. [SerializeField]
  23. [Tooltip("Player Name")]
  24. private string DisplayName;
  25. [SerializeField]
  26. [Tooltip("Player Animal")]
  27. private string PlayerAnimal;
  28. [SerializeField]
  29. [Tooltip("Player Color")]
  30. private Color PlayerColor;
  31. [Header("Run Time Settings")]
  32. [SerializeField]
  33. [Tooltip("Client Inventory")]
  34. protected Inventory Inventory;
  35. [SerializeField]
  36. [Tooltip("Current Time in Round")]
  37. public float RoundTime;
  38. [SerializeField]
  39. [Tooltip("Current Score in Round")]
  40. public float RoundScore;
  41. #endregion Inspector Fields
  42. #region ReadOnly Variables
  43. public NetworkClient client { get; private set; }
  44. public bool isConnected { get { return client != null && client.isConnected; } }
  45. #endregion ReadOnly Variables
  46. public void Connect(string serverAddress,int port)
  47. {
  48. Debug.Log("Connecting to server: " + serverAddress + ", " + port);
  49. this.ServerIP = serverAddress;
  50. this.Port = port;
  51. client = new NetworkClient();
  52. client.Configure(TransportConfigure.CreateConfigure(), 1);
  53. client.Connect(serverAddress, port);
  54. Inventory.Reset();
  55. client.RegisterHandler(LogicProtocols.SendInventory, RecieveInventory);
  56. client.RegisterHandler(LoginProtocols.SceneChange, RecieveSceneChange);
  57. client.RegisterHandler(MsgType.Disconnect, OnDisconnect);
  58. client.RegisterHandler(LogicProtocols.SendRoundTime, UpdateTime);
  59. }
  60. public void Stop()
  61. {
  62. client.Disconnect();
  63. }
  64. public void UpdatePlayerDetails(string DisplayName, Color PlayerColor, string PlayerAnimal)
  65. {
  66. this.PlayerAnimal = PlayerAnimal;
  67. this.DisplayName = DisplayName;
  68. this.PlayerColor = PlayerColor;
  69. }
  70. public void RecieveInventory(NetworkMessage msg)
  71. {
  72. Debug.Log("Recieving Inventory");
  73. LogicProtocols.InventoryMsg inventoryMsg;
  74. if (!msg.TryRead(out inventoryMsg))
  75. return;
  76. Inventory.SetItems(inventoryMsg.bagItems);
  77. }
  78. public void RecieveSceneChange(NetworkMessage msg)
  79. {
  80. LoginProtocols.SceneMsg sceneMsg;
  81. if (!msg.TryRead(out sceneMsg))
  82. return;
  83. //Additive or single
  84. UnityEngine.SceneManagement.LoadSceneMode mode = sceneMsg.Additive ? UnityEngine.SceneManagement.LoadSceneMode.Additive : UnityEngine.SceneManagement.LoadSceneMode.Single;
  85. UnityEngine.SceneManagement.SceneManager.LoadScene(sceneMsg.Scene, mode);
  86. }
  87. public void OnDisconnect(NetworkMessage msg)
  88. {
  89. UnityEngine.SceneManagement.SceneManager.LoadScene(DisconnectScene);
  90. }
  91. public void UpdateTime(NetworkMessage msg)
  92. {
  93. Debug.Log("Recieveing time from server");
  94. LogicProtocols.FloatMsg floatMsg;
  95. if (!msg.TryRead(out floatMsg))
  96. return;
  97. RoundTime = floatMsg.Float;
  98. }
  99. }
  100. }