using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Networking;
|
|
|
|
namespace Networking.Client
|
|
{
|
|
|
|
public class ClientLoginManager : MonoBehaviour
|
|
{
|
|
#region Inspector Fields
|
|
|
|
[Header("Connection Settings")]
|
|
|
|
[SerializeField]
|
|
[Tooltip("Server Address to Connect to")]
|
|
private string ServerIP;
|
|
|
|
[SerializeField]
|
|
[Tooltip("Port to connect on")]
|
|
private int Port;
|
|
|
|
[SerializeField]
|
|
[Tooltip("Try and connect on Play")]
|
|
private bool StartClientOnAwake;
|
|
|
|
[Header("Player Settings")]
|
|
[SerializeField]
|
|
[Tooltip("Player Name")]
|
|
private string DisplayName;
|
|
|
|
[SerializeField]
|
|
[Tooltip("Player Color")]
|
|
private Color PlayerColor;
|
|
|
|
[Header("References")]
|
|
[SerializeField]
|
|
[Tooltip("Reference to actual Client")]
|
|
protected ClientObject Client;
|
|
|
|
#endregion Inspector Fields
|
|
|
|
#region Private variables
|
|
|
|
#endregion Private variables
|
|
|
|
// Start is called before the first frame update
|
|
private void Awake()
|
|
{
|
|
if (StartClientOnAwake)
|
|
StartClient(ServerIP, Port);
|
|
}
|
|
|
|
public void OnEnable()
|
|
{
|
|
if (Client.isConnected)
|
|
RegisterHandlers();
|
|
}
|
|
public void OnDisable()
|
|
{
|
|
Client.client.UnregisterHandler(LoginProtocols.RequestLoginDetails);
|
|
}
|
|
|
|
|
|
|
|
public void StartClient(string ipAddress, int port)
|
|
{
|
|
Client.Connect(ipAddress, port);
|
|
|
|
RegisterHandlers();
|
|
}
|
|
|
|
public void RegisterHandlers()
|
|
{
|
|
Client.client.RegisterHandler(LoginProtocols.RequestLoginDetails, LoginRecieved);
|
|
Client.client.RegisterHandler(LoginProtocols.LoginSuccess, LoginSucess);
|
|
Client.client.RegisterHandler(LoginProtocols.LoginFail, LoginFail);
|
|
}
|
|
|
|
public void LoginRecieved(NetworkMessage msg)
|
|
{
|
|
Debug.Log("Connected to Server. Sending login details");
|
|
Client.client.Send(LoginProtocols.SendingLoginDetails, new LoginProtocols.LoginMsg(DisplayName, PlayerColor));
|
|
}
|
|
|
|
public void LoginSucess(NetworkMessage msg)
|
|
{
|
|
Debug.Log("Log in successful");
|
|
Client.UpdatePlayerDetails(DisplayName, PlayerColor);
|
|
}
|
|
|
|
public void LoginFail(NetworkMessage msg)
|
|
{
|
|
Debug.Log("Log in failed");
|
|
Client.Stop();
|
|
}
|
|
|
|
}
|
|
}
|