Assignment for RMIT Mixed Reality in 2020
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namespace Oculus.Platform.Samples.VrVoiceChat
{
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using Oculus.Platform;
using Oculus.Platform.Models;
// This class coordinates communication with the Oculus Platform
// Service running in your device.
public class PlatformManager : MonoBehaviour
{
// the game object to build the invite list in
[SerializeField] private GameObject m_invitesList = null;
// Button to create for the user to answer an invite call
[SerializeField] private GameObject m_invitePrefab = null;
// State transition sets the background color as a visual status indication
[SerializeField] private Camera m_camera = null;
// GameObject that represents the Head of the remote Avatar
[SerializeField] private GameObject m_remoteHead = null;
private State m_currentState;
private static PlatformManager s_instance = null;
private RoomManager m_roomManager;
private P2PManager m_p2pManager;
private VoipManager m_voipManager;
// my Application-scoped Oculus ID
private ulong m_myID;
// my Oculus user name
private string m_myOculusID;
void Update()
{
// occasionally poll for new call invites
if (m_roomManager.ShouldPollInviteList)
{
m_roomManager.UpdateActiveInvitesList();
}
// occasionally send my transform to my interlocutor
if (m_p2pManager.ShouldSendHeadUpdate)
{
m_p2pManager.SendHeadTransform(m_camera.transform);
}
// estimate the remote avatar transforms from the most recent network update
m_p2pManager.GetRemoteHeadTransform(m_remoteHead.transform);
}
#region Initialization and Shutdown
void Awake()
{
// make sure only one instance of this manager ever exists
if (s_instance != null) {
Destroy(gameObject);
return;
}
s_instance = this;
DontDestroyOnLoad(gameObject);
TransitionToState(State.INITIALIZING);
Core.Initialize();
m_roomManager = new RoomManager();
m_p2pManager = new P2PManager(m_remoteHead.transform);
m_voipManager = new VoipManager(m_remoteHead);
}
void Start ()
{
// First thing we should do is perform an entitlement check to make sure
// we successfully connected to the Oculus Platform Service.
Entitlements.IsUserEntitledToApplication().OnComplete(IsEntitledCallback);
}
void IsEntitledCallback(Message msg)
{
if (msg.IsError)
{
TerminateWithError(msg);
return;
}
// Next get the identity of the user that launched the Application.
Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback);
}
void GetLoggedInUserCallback(Message<User> msg)
{
if (msg.IsError)
{
TerminateWithError(msg);
return;
}
m_myID = msg.Data.ID;
m_myOculusID = msg.Data.OculusID;
TransitionToState(State.WAITING_TO_CALL_OR_ANSWER);
// If the user launched the app by accepting the notification, then we want to
// join that room. Otherwise, start polling for invites.
m_roomManager.CheckForLaunchInvite();
}
void OnApplicationQuit()
{
m_roomManager.LeaveCurrentRoom();
m_p2pManager.Disconnect();
m_voipManager.Disconnect();
}
// For most errors we terminate the Application since this example doesn't make
// sense if the user is disconnected.
public static void TerminateWithError(Message msg)
{
Debug.Log("Error: " + msg.GetError().Message);
UnityEngine.Application.Quit();
}
#endregion
#region Properties
public static State CurrentState
{
get
{
return s_instance.m_currentState;
}
}
public static ulong MyID
{
get
{
if (s_instance != null)
{
return s_instance.m_myID;
}
else
{
return 0;
}
}
}
public static string MyOculusID
{
get
{
if (s_instance != null && s_instance.m_myOculusID != null)
{
return s_instance.m_myOculusID;
}
else
{
return string.Empty;
}
}
}
#endregion
#region Button Clicks
public void CallFriendOnClick()
{
if (CurrentState == State.WAITING_TO_CALL_OR_ANSWER)
{
m_roomManager.CreateRoomAndLaunchInviteMenu();
}
}
public void HangupOnClick()
{
m_roomManager.LeaveCurrentRoom();
}
public void QuitOnClick()
{
UnityEngine.Application.Quit();
}
public static void AnswerCallOnClick(ulong roomID)
{
if (s_instance)
{
s_instance.m_roomManager.JoinExistingRoom(roomID);
}
}
#endregion
#region State Management
public enum State
{
// loading platform library, checking application entitlement,
// getting the local user info
INITIALIZING,
// waiting on the user to invite a friend to chat, or
// accept an invite sent to them
WAITING_TO_CALL_OR_ANSWER,
// in this state we've create a room, and hopefully
// sent some invites, and we're waiting for a response
WAITING_FOR_ANSWER,
// we're in a room as the caller or the callee
CONNECTED_IN_A_ROOM,
// shutdown any connections and leave the current room
HANGUP,
};
public static void TransitionToState(State newState)
{
Debug.LogFormat("State {0} -> {1}", s_instance.m_currentState, newState);
if (s_instance && s_instance.m_currentState != newState)
{
s_instance.m_currentState = newState;
// state transition logic
switch (newState)
{
case State.HANGUP:
s_instance.m_roomManager.LeaveCurrentRoom();
s_instance.m_p2pManager.Disconnect();
s_instance.m_voipManager.Disconnect();
break;
case State.WAITING_TO_CALL_OR_ANSWER:
break;
case State.CONNECTED_IN_A_ROOM:
s_instance.m_p2pManager.ConnectTo(s_instance.m_roomManager.RemoteUserID);
s_instance.m_voipManager.ConnectTo(s_instance.m_roomManager.RemoteUserID);
break;
}
}
// set the background color as a visual aid to the connection status
SetBackgroundColorForState();
}
public static void SetBackgroundColorForState()
{
switch (s_instance.m_currentState)
{
case State.INITIALIZING:
case State.HANGUP:
s_instance.m_camera.backgroundColor = Color.black;
break;
case State.WAITING_TO_CALL_OR_ANSWER:
s_instance.m_camera.backgroundColor = new Color(0f, 0f, .3f);
break;
case State.WAITING_FOR_ANSWER:
s_instance.m_camera.backgroundColor = new Color(0, 0, .6f);
break;
case State.CONNECTED_IN_A_ROOM:
float red = s_instance.m_p2pManager.Connected ? 1.0f : 0;
float green = s_instance.m_voipManager.Connected ? 1.0f : 0;
s_instance.m_camera.backgroundColor = new Color(red, green, 1.0f);
break;
}
}
public static void SetActiveInvites(List<RoomManager.Invite> invites)
{
if (s_instance && s_instance.m_invitesList && s_instance.m_invitePrefab)
{
// first remove all existing Invites
foreach (Transform child in s_instance.m_invitesList.transform)
{
Destroy(child.gameObject);
}
foreach (var invite in invites)
{
GameObject button = Instantiate(s_instance.m_invitePrefab) as GameObject;
button.GetComponentInChildren<Text>().text = invite.OwnerID;
button.name = invite.RoomID.ToString();
button.GetComponent<Button>().onClick.AddListener(
() => PlatformManager.AnswerCallOnClick(invite.RoomID));
button.transform.SetParent(s_instance.m_invitesList.transform, false);
}
}
}
#endregion
}
}