using System.Collections; using System.Collections.Generic; using UnityEngine; using Networking.Client; using TMPro; public class LoginUIManager : MonoBehaviour { [Header("References")] [SerializeField] private ClientLoginManager clientManager; [SerializeField] private TextMeshProUGUI Title; [SerializeField] private GameObject Content; [Header("Connection")] [SerializeField] private string ConnectionTitle = "Connect to Server"; [SerializeField] private GameObject ConnectionObject; [Header("PlayerDetails")] [SerializeField] private string DetailsTitle = "Player Details"; [SerializeField] private GameObject DetailsObject; [Header("WaitForPlayers")] [SerializeField] private string WaitTitle = "Wait for Players"; [SerializeField] private string SceneToLoad; [SerializeField] private GameObject WaitObject; private string serverAddress; private int serverPort; private string playerName; private string playerAnimal; private Color playerColor; #region Unity Functions private void OnEnable() { clientManager.OnConnectedToServer += OnConnect; clientManager.OnLoginSucess += OnLogin; clientManager.OnLoginFail += OnLoginFail; } private void OnDisable() { clientManager.OnConnectedToServer -= OnConnect; clientManager.OnLoginSucess -= OnLogin; clientManager.OnLoginFail -= OnLoginFail; } private void Start() { serverAddress = PlayerPrefs.GetString("LastUsedAddress", ""); serverPort = PlayerPrefs.GetInt("LastUsedPort", 2222); playerName = PlayerPrefs.GetString("LastUsedName"); OnLoginFail(); } #endregion Unity Functions #region Event Functions public void OnConnect() { Title.text = DetailsTitle; CloseAll(); DetailsObject.SetActive(true); } public void OnLogin() { Title.text = WaitTitle; CloseAll(); WaitObject.SetActive(true); } public void OnLoginFail() { Title.text = ConnectionTitle; CloseAll(); ConnectionObject.SetActive(true); } #endregion Event Functions #region UI Functionality public void OnChange_ServerAddress(string serverAddress) { this.serverAddress = serverAddress; } public void OnChange_ServerPort(string serverPort) { this.serverPort = int.Parse(serverPort); } public void OnClick_Back() { UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu Client"); } public void OnClick_Connect() { clientManager.StartClient(serverAddress, serverPort); PlayerPrefs.SetString("LastUsedAddress", serverAddress); PlayerPrefs.SetInt("LastUsedPort", serverPort); PlayerPrefs.Save(); } public void OnClick_Done() { clientManager.SendPlayerDetails(playerName, playerColor, playerAnimal); PlayerPrefs.SetString("LastUsedName", playerName); } public void OnClick_Color(Color playerColor) { this.playerColor = playerColor; } public void OnClick_Colour(string hex) { Color newColor = new Color(); if (ColorUtility.TryParseHtmlString(hex, out newColor)) this.playerColor = newColor; clientManager.SendPlayerCDetails(playerColor); } public void OnClick_Animal(string playerAnimal) { this.playerAnimal = playerAnimal; clientManager.SendPlayerADetails(playerAnimal); } public void OnChange_Name(string playerName) { this.playerName = playerName; } public void OnClick_Ready() { UnityEngine.SceneManagement.SceneManager.LoadScene(SceneToLoad); } #endregion UI Functionality #region Helper Functions private void CloseAll() { foreach (Transform child in Content.transform) child.gameObject.SetActive(false); } #endregion Helper Functions }