Ejemplo n.º 1
0
    void Start()
    {
        nLM   = GameObject.Find("NetworkManager").GetComponent <CustomLobby>();
        leave = transform.FindChild("ButtonLeaveLobby").GetComponent <Button>();

        SetAllButtons();
    }
Ejemplo n.º 2
0
 /// <summary>
 /// if the local player is the last to join, send ready message
 /// </summary>
 /// <param name="localPlayer"></param>
 public void OnCreatedLocalPlayerObject(CustomLobby localPlayer)
 {
     if (sendReady)
     {
         SendSceneReady();
     }
 }
Ejemplo n.º 3
0
        private async void CreateGame(object sender, RoutedEventArgs e)
        {
            ErrorLabel.Visibility = Visibility.Collapsed;
            var config = new PracticeGameConfig();

            config.GameName        = GameName.Text;
            config.GamePassword    = GamePass.Text;
            config.MaxNumPlayers   = ((int)TeamSize.SelectedItem) * 2;
            config.GameTypeConfig  = (GameType.SelectedItem as GameConfig).Key;
            config.AllowSpectators = (Spectators.SelectedItem as SpectatorState).Key;
            config.GameMap         = selected;
            switch (selected.MapId)
            {
            case 8: config.GameMode = "ODIN"; break;

            case 10:
            case 11: config.GameMode = "CLASSIC"; break;

            case 12:
            case 14: config.GameMode = "ARAM"; break;
            }

            try {
                var lobby = await CustomLobby.CreateLobby(config);

                LoLClient.QueueManager.JoinLobby(lobby);
            } catch {
                ErrorLabel.Visibility = Visibility.Visible;
            }
        }
Ejemplo n.º 4
0
        private async void createLobby_Click(object sender, EventArgs e)
        {
            var lobby = new CustomLobby
            {
                isCustom        = true,
                customGameLobby = new CustomGameLobby
                {
                    lobbyName     = lobbyName.Text,
                    lobbyPassword = "******",
                    configuration = new Configuration
                    {
                        gameMode         = "PRACTICETOOL",
                        gameMutator      = "",
                        gameServerRegion = "",
                        mapId            = 11,
                        mutators         = new Mutators {
                            id = 1
                        },
                        spectatorPolicy = "AllAllowed",
                        teamSize        = 5
                    }
                }
            };

            var status = await lcu.http_client.PostAsync(lcu.baseURL + "/lol-lobby/v2/lobby", new ByteArrayContent(Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(lobby)))).ConfigureAwait(true);
        }
Ejemplo n.º 5
0
    /// <summary>
    /// client recieves player details message, update that player
    /// </summary>
    /// <param name="netMessage"> the recieved message</param>
    private void OnClientRecievePlayerDetails(NetworkMessage netMessage)
    {
        GamePlayerDetailsMessage playerDetailsMessage = netMessage.ReadMessage <GamePlayerDetailsMessage>();

        GameObject  targetPlayerObject = ClientScene.FindLocalObject(playerDetailsMessage.playerID);
        CustomLobby targetPlayer       = targetPlayerObject.GetComponent <CustomLobby>();

        targetPlayer.playerDetails = playerDetailsMessage.CreatePlayerDetails();
    }
Ejemplo n.º 6
0
    /// <summary>
    /// When the player object is creted, add it to the list
    /// If this was the last player that needed to join, send ready message
    /// </summary>
    /// <param name="clientPlayer">the joining player</param>
    public void OnCreatedClientPlayerObject(CustomLobby clientPlayer)
    {
        playerObjects.Add(clientPlayer);

        if (sendReady)
        {
            SendSceneReady();
        }
    }
Ejemplo n.º 7
0
    /// <summary>
    /// when the host recieves player details, update the player with them
    /// </summary>
    /// <param name="netMessage">the message with the details</param>
    private void OnHostRecievePlayerDetails(NetworkMessage netMessage)
    {
        GamePlayerDetailsMessage playerDetailsMessage = netMessage.ReadMessage <GamePlayerDetailsMessage>();

        GameObject  sendingPlayerObject = NetworkServer.FindLocalObject(playerDetailsMessage.playerID);
        CustomLobby sendingPlayer       = sendingPlayerObject.GetComponent <CustomLobby>();

        sendingPlayer.hasPlayerDetails = true;
        sendingPlayer.playerDetails    = playerDetailsMessage.CreatePlayerDetails();
    }
Ejemplo n.º 8
0
    private void OnPlayerSendPowerUp(NetworkMessage networkMessage)
    {
        PowerUpMessage message = networkMessage.ReadMessage <PowerUpMessage>();

        NetworkInstanceId subjectID = message.SubjectID;
        int powerUp = message.PowerUp;

        GameObject  subjectObject = ClientScene.FindLocalObject(subjectID);
        CustomLobby subjectPlayer = subjectObject.GetComponent <CustomLobby>();

        subjectPlayer.effect = powerUp;
    }
Ejemplo n.º 9
0
    /// <summary>
    /// when a client requests details about the player, get the details and send them back
    /// </summary>
    /// <param name="netMessage">the message requesting the details</param>
    private void OnClientRequestPlayerDetails(NetworkMessage netMessage)
    {
        PlayerRequestPlayerDataMessage requestedMessage = netMessage.ReadMessage <PlayerRequestPlayerDataMessage>();

        NetworkInstanceId senderID  = requestedMessage.SenderID;
        NetworkInstanceId subjectID = requestedMessage.SubjectID;

        GameObject  subjectPlayerObject = NetworkServer.FindLocalObject(subjectID);
        CustomLobby subjectPlayer       = subjectPlayerObject.GetComponent <CustomLobby>();

        NetworkServer.SendToClient(int.Parse(senderID.ToString()), CustomMsgType.ClientRecievePlayerDetails, new GamePlayerDetailsMessage(subjectID, subjectPlayer.playerDetails));
    }
Ejemplo n.º 10
0
    /// <summary>
    /// set values for the local data and send them to the server
    /// </summary>
    public override void OnStartLocalPlayer()
    {
        base.OnStartLocalPlayer();

        local = this;

        local.playerDetails.Avatar     = Networker.avatar;
        local.playerDetails.Handle     = PlayerPrefs.GetString("Handle");
        local.playerDetails.Identifier = netId;
        local.playerDetails.MetaScore  = 0;
        local.playerDetails.MiniScore  = 0;

        SendCachedDetailRequests();

        SendDetails(new MinigamePlayerDetails(local.playerDetails.MiniScore, local.playerDetails.MetaScore, local.playerDetails.Identifier, local.playerDetails.Handle, local.playerDetails.Avatar));
    }
Ejemplo n.º 11
0
        public CustomLobbyPage(CustomLobby lobby)
        {
            InitializeComponent();

            this.lobby = lobby;

            lobby.MemberJoined      += Lobby_MemberJoined;
            lobby.MemberChangedTeam += Lobby_MemberChangedTeam;
            lobby.MemberLeft        += Lobby_MemberLeft;
            lobby.LeftLobby         += Lobby_LeftLobby;
            lobby.Loaded            += Lobby_Loaded;

            lobby.GameStarted += Lobby_GameStarted;
            lobby.Updated     += Lobby_GotGameDTO;

            lobby.CatchUp();

            Session.Current.ChatManager.Status = ChatStatus.hostingPracticeGame;
        }
Ejemplo n.º 12
0
 private void Awake()
 {
     lobby = this;
 }
Ejemplo n.º 13
0
 void Awake()
 {
     lobby = this;
 }
Ejemplo n.º 14
0
 void Start()
 {
     customLobby = GetComponent <CustomLobby> ();
 }
Ejemplo n.º 15
0
 //hands the player's network information (customlobby) from the plantgamecanvas
 public void HandPlayerNetworkLobby(CustomLobby player)
 {
     networkPlayerInfo = player;
     SetSpriteWithCustomLobby(true);
 }
Ejemplo n.º 16
0
 void Start()
 {
     single = this;
 }