using UnityEngine;
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using UnityEngine.Networking;
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namespace Networking.Client
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{
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public class ClientLoginManager : MonoBehaviour
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{
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#region Inspector Fields
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[Header("Connection Settings")]
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[SerializeField]
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[Tooltip("Server Address to Connect to")]
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public string ServerIP;
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[SerializeField]
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[Tooltip("Port to connect on")]
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public int Port;
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[SerializeField]
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[Tooltip("Try and connect on Play")]
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private bool StartClientOnAwake;
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[Header("Player Settings")]
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[SerializeField]
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[Tooltip("Player Name")]
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private string DisplayName;
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[SerializeField]
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[Tooltip("Player Animal")]
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private string PlayerAnimal;
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[SerializeField]
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[Tooltip("Player Color")]
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private Color PlayerColor;
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[Header("References")]
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[SerializeField]
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[Tooltip("Reference to actual Client")]
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protected ClientObject Client;
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[Header("Debug")]
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[SerializeField]
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[Tooltip("Send prefilled Player settings after connecting")]
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private bool IdentifyOnConnect = false;
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ConnectedClients clients;
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#endregion Inspector Fields
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#region Events
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public System.Action OnConnectedToServer;
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public System.Action OnLoginSucess;
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public System.Action OnLoginFail;
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#endregion Events
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private void Awake()
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{
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if (StartClientOnAwake)
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StartClient(ServerIP, Port);
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}
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public void OnEnable()
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{
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if (Client.isConnected)
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RegisterHandlers();
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}
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public void OnDisable()
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{
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if(Client.client != null)
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Client.client.UnregisterHandler(LoginProtocols.RequestLoginDetails);
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}
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public void StartClient(string ipAddress, int port)
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{
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Client.Connect(ipAddress, Port);
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RegisterHandlers();
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}
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public void RegisterHandlers()
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{
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Client.client.RegisterHandler(LoginProtocols.RequestLoginDetails, ConnectedToServer);
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Client.client.RegisterHandler(LoginProtocols.LoginSuccess, LoginSucess);
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Client.client.RegisterHandler(LoginProtocols.LoginFail, LoginFail);
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}
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public void ConnectedToServer(NetworkMessage msg)
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{
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Debug.Log("Connected to Server.");
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OnConnectedToServer.Invoke();
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if (IdentifyOnConnect)
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SendPlayerDetails(DisplayName,PlayerColor, PlayerAnimal);
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}
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public void SendPlayerNDetails(string name)
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{
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DisplayName = name;
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}
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public void SendPlayerDetails(string name, Color color, string animal)
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{
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Debug.Log("Sending player Details.");
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DisplayName = name;
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PlayerColor = color;
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PlayerAnimal = animal;
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Client.client.Send(LoginProtocols.SendingLoginDetails, new LoginProtocols.LoginMsg(DisplayName, PlayerColor, PlayerAnimal));
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}
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public void SendPlayerADetails(string animal)
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{
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PlayerAnimal = animal;
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}
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public void SendPlayerCDetails(Color color)
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{
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PlayerColor = color;
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}
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public void LoginSucess(NetworkMessage msg)
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{
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Debug.Log("Log in successful!");
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OnLoginSucess.Invoke();
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Client.UpdatePlayerDetails(DisplayName, PlayerColor, PlayerAnimal);
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}
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public void LoginFail(NetworkMessage msg)
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{
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Debug.Log("Log in failed!");
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OnLoginFail.Invoke();
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Client.Stop();
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}
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}
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}
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