using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using Networking;
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using Networking.Server;
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public class LobbyUIController : MonoBehaviour
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{
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[SerializeField]
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private ClientList Clients;
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[SerializeField]
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private string SceneToStart;
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[Header("UI Elements")]
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[SerializeField]
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private TextMeshProUGUI IPText;
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[SerializeField]
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private Transform Content;
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[SerializeField]
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private GameObject ClientTag;
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[SerializeField]
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private ServerObject Server;
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// Start is called before the first frame update
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void Start()
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{
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IPText.text = "Enter '" + Networking.Utility.GetIP(Networking.Utility.ADDRESSFAM.IPv4) + "' into browser";
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}
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private void OnEnable()
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{
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Clients.OnClientsChange += DisplayClients;
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DisplayClients(Clients.ConnectedClients);
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if (Server.server != null)
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Server.RegisterHandler(LoginProtocols.StartGame, RecieveStartMsg);
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else
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Debug.LogWarning("Server not started yet");
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}
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private void OnDisable()
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{
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Clients.OnClientsChange -= DisplayClients;
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if (Server.server != null)
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Server.UnregisterHandler(LoginProtocols.StartGame);
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}
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private void DisplayClients(List<ClientData> data)
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{
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//Debug.Log("Updating Connected Clients");
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foreach (Transform child in Content)
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if (child.gameObject != ClientTag)
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Destroy(child.gameObject);
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for (int i = 0; i < Clients.ConnectedClients.Count; i++)
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{
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ClientData client = Clients.ConnectedClients[i];
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GameObject clientObject = Instantiate(ClientTag, Content);
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TextMeshProUGUI clientText = clientObject.GetComponent<TextMeshProUGUI>();
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clientText.text = client.Name + " the " + client.characterAnimal;
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clientText.color = client.Color;
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Material materialInstance = clientText.fontMaterial;
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materialInstance.EnableKeyword(ShaderUtilities.Keyword_Underlay);
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materialInstance.SetColor("_UnderlayColor", new Color(0.2264151f, 0.2264151f, 0.2264151f, 1));
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materialInstance.SetFloat("_UnderlayOffsetX", 0.5f);
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materialInstance.SetFloat("_UnderlayOffsetY", -0.5f);
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clientObject.SetActive(true);
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}
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}
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public void OnClick_Back()
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{
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UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu Server");
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}
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public void OnClick_StartGame()
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{
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#if UNITY_EDITOR
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UnityEngine.SceneManagement.SceneManager.LoadScene(SceneToStart);
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#else
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if (Clients.ConnectedClients.Count >= 2 && Clients.ConnectedClients.Count <= 8){
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UnityEngine.SceneManagement.SceneManager.LoadScene(SceneToStart);
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}
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#endif
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}
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public void RecieveStartMsg(UnityEngine.Networking.NetworkMessage msg)
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{
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OnClick_StartGame();
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}
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}
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