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V_Room.cs
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V_Room.cs
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class V_Room : V_UIElement
{
// fields
[SerializeField]V_CustomLobbyManager LobbyManager;
[SerializeField]float RoomRefreshRate = 1f; // tweak from inspector
bool isRefreshingPlayers = false;
public GameObject playerPrefab; // tweak from inspector
public List<GameObject> blueTeam;
public List<GameObject> redTeam;
public bool teamSelectionIsNotFinished = true;
private int numberOfCurrentPlayers = 0;
[SerializeField] private List<V_PlayerTemplate> _currentPlayers;
public List<V_PlayerTemplate> currentPlayers
{
get { return _currentPlayers;}
set
{
_currentPlayers = value;
if(_currentPlayers.Count > numberOfCurrentPlayers)
{
numberOfCurrentPlayers = _currentPlayers.Count;
SetTeams(LobbyManager.currentRoom.autoTeamSelection, _currentPlayers[_currentPlayers.Count-1]);
// Debug.LogWarning("number of current players is " + _currentPlayers.Count);
}
}
}
// room var
[SerializeField] InputField roomName;
[SerializeField] Dropdown map, gameMode, playerMode, objectives, weaponFilter, gameTime;
[SerializeField] Text objectiveText;
[SerializeField] InputField password;
[SerializeField] Toggle autoTeamSelectionToggle;
// buttons
public Button start_Join_Ready, inviteBtn;
// methods
new void Awake()
{
base.Awake();
// LobbyManager = FindObjectOfType<V_CustomLobbyManager>();
blueTeam = new List<GameObject>();
redTeam = new List<GameObject>();
_currentPlayers = new List<V_PlayerTemplate>();
UIController.IfClick_GoTo(start_Join_Ready, StartJoinReady);
UIController.IfClick_GoTo(inviteBtn, Invite);
UIController.OnDropDownChangesValue(gameMode, (value)=>
{
LobbyManager.currentRoom.gameMode = UIController.ReturnGameMode(gameMode.options[value].text);
ChangeObjective(value);
});
UIController.OnDropDownChangesValue(playerMode, (value)=> LobbyManager.currentRoom.playerMode = UIController.ReturnPlayerMode(playerMode.options[playerMode.value].text));
UIController.OnDropDownChangesValue(map, (value)=> LobbyManager.currentRoom.map = UIController.ReturnMap(map.options[value].text));
UIController.OnDropDownChangesValue(objectives, (value)=> LobbyManager.currentRoom.objectives = int.Parse(objectives.options[value].text));
UIController.ifType_DoThis(password, (value)=> LobbyManager.currentRoom.password = value);
UIController.OnDropDownChangesValue(weaponFilter, (value)=> LobbyManager.currentRoom.weaponFilter = UIController.ReturnWeaponFilter(weaponFilter.options[weaponFilter.value].text));
UIController.OnDropDownChangesValue(gameTime, (value)=> LobbyManager.currentRoom.gameTime = int.Parse(gameTime.options[value].text));
// autoTeamSelection is against shuffleTeamSelection, so we just need to save the state of autoTeamSelection toggle to determine if auto or shuffle are selected
UIController.OnToggleChangeValue(autoTeamSelectionToggle, (value)=> LobbyManager.currentRoom.autoTeamSelection = value);
// UIController.OnDropDownChangesValue(map, (value) => {LobbyManager.currentRoom.map = UIController.ReturnMap(map.options[map.value].text);});
// #revision
// do this for other dropdowns
}
new void OnEnable()
{
base.OnEnable();
UIController.currentPanel = this.gameObject;
UIController.IfClick_GoTo(UIController.backButton,
() =>
{
UIController.AskYesNoQ("Are u sure u want to discard the room?",
() => // yes answer
{
UIController.GoFrom_To(UIController.genericYesNoModal, UIController.LobbyPanel);
UIController.Disable_EnableUI(this.gameObject);
LobbyManager.RemoveRoom(LobbyManager.currentRoom.ID);
},
() => // no answer
{
UIController.GoFrom_To(UIController.genericYesNoModal, UIController.RoomPanel);
});
});
// #revision: read all the on-server data to keep UI in sync.
SetObjectives(1, 20);
roomName.text = LobbyManager.currentRoom.roomName;
UIController.GetItemInDropDown(gameMode, UIController.ReturnGameMode(LobbyManager.currentRoom.gameMode));
UIController.GetItemInDropDown(playerMode, UIController.ReturnPlayerMode(LobbyManager.currentRoom.playerMode));
UIController.GetItemInDropDown(map, UIController.ReturnMap(LobbyManager.currentRoom.map));
UIController.GetItemInDropDown(objectives, UIController.ReturnGameObjectives(LobbyManager.currentRoom.gameMode));
password.text = LobbyManager.currentRoom.password;
UIController.GetItemInDropDown(weaponFilter, UIController.ReturnWeaponFilter(WeaponFilter.NONE));
UIController.GetItemInDropDown(gameTime, V_UIController.T_DEFAULT_TIME);
// #revision: roomName is not editable any ways, so:
roomName.interactable = false;
// Check if player is MasterClient
if(LobbyManager.isMasterServer)
{
start_Join_Ready.GetComponentInChildren<Text>().text = "Start";
}
// or he is a normal client
else
{
gameMode.interactable = false;
playerMode.interactable = false;
map.interactable = false;
objectives.interactable = false;
password.interactable = false;
weaponFilter.interactable = false;
gameTime.interactable = false;
if (LobbyManager.currentRoom != null && LobbyManager.currentRoom.hasAnActiveGame)
{
start_Join_Ready.GetComponentInChildren<Text>().text = "Join";
}
else
{
start_Join_Ready.GetComponentInChildren<Text>().text = "Ready";
}
}
}
void Update()
{
if(!isRefreshingPlayers)
{
StartCoroutine(UpdateRoomPlayers());
}
}
private void SetObjectives(int min, int max)
{
objectives.options.Clear();
for (int i = min; i <= max ; i++)
{
objectives.options.Add(new Dropdown.OptionData() {text= i.ToString()});
}
// List<Dropdown.OptionData> = new List<Dropdown.op
}
private void SetObjectives(int min, int max, int everyOtherTime)
{
objectives.options.Clear();
for (int i = min; i <= max ; i++)
{
if (i % everyOtherTime != 0)
{
continue;
}
objectives.options.Add(new Dropdown.OptionData() {text= i.ToString()});
}
// List<Dropdown.OptionData> = new List<Dropdown.op
}
private void ChangeObjective(int index)
{
if(gameMode.options[index].text == UIController.ReturnGameMode(GameModes.SD))
{
// #revision: create a min and max for number of rounds or kills
SetObjectives(1, 20);
// #revision: persian compatibility required!
UIController.GetItemInDropDown(objectives, V_UIController.O_DEFAULT_FOR_SD);
objectiveText.text = "Rounds";
}
else if(gameMode.options[index].text == UIController.ReturnGameMode(GameModes.TDM) ||
gameMode.options[index].text == UIController.ReturnGameMode(GameModes.DM))
{
SetObjectives(30, 150, 10);
UIController.GetItemInDropDown(objectives, V_UIController.O_DEFAULT_FOR_DM);
objectiveText.text = "Kills";
}
}
void SetTeams(bool autoSelectTeamMembers, V_PlayerTemplate player)
{
if (teamSelectionIsNotFinished)
{
// adding players by filling the blueTeam first and then the redTeam
if(autoSelectTeamMembers)
{
if(blueTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode))
{
blueTeam.Add(ReturnPlayerFromPrefab(player));
}
else
{
if (redTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode))
{
redTeam.Add(ReturnPlayerFromPrefab(player));
}
else
{
teamSelectionIsNotFinished = false;
}
}
}
else // if autoSelectTeamMembers is not selected, then we go to shuffle mode!!!
{
int tmpI = Random.Range(0, 1);
if (tmpI == 0)
{
if(blueTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode))
{
blueTeam.Add(ReturnPlayerFromPrefab(player));
}
else if (redTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode))
{
redTeam.Add(ReturnPlayerFromPrefab(player));
}
else
{
teamSelectionIsNotFinished = false;
}
}
else
{
if(redTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode))
{
redTeam.Add(ReturnPlayerFromPrefab(player));
}
else if(blueTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode))
{
blueTeam.Add(ReturnPlayerFromPrefab(player));
}
else
{
teamSelectionIsNotFinished = false;
}
}
}
}
}
IEnumerator UpdateRoomPlayers()
{
isRefreshingPlayers = true;
currentPlayers = LobbyManager.currentRoom.players;
yield return new WaitForSeconds(RoomRefreshRate);
isRefreshingPlayers = false;
// Debug.LogWarning("Updating room with " + LobbyManager.currentRoom);
}
private GameObject ReturnPlayerFromPrefab(V_PlayerTemplate player)
{
GameObject tmpObj = Instantiate(playerPrefab);
V_PlayerTemplate tmpPlayer;
tmpObj.AddComponent<V_PlayerTemplate>();
tmpPlayer = tmpObj.GetComponent<V_PlayerTemplate>();
tmpPlayer = player;
return tmpObj;
}
private int ReturnMaxPlayersforEachTeam(PlayerModes mode)
{
switch (mode)
{
case PlayerModes.ON1:
return 1;
case PlayerModes.ON2:
return 2;
case PlayerModes.ON3:
return 3;
case PlayerModes.ON4:
return 4;
case PlayerModes.ON5:
return 5;
case PlayerModes.ON6:
return 6;
case PlayerModes.ON7:
return 7;
case PlayerModes.ON8:
return 8;
default:
return 1;
}
}
private void StartJoinReady()
{
// #revision
if (LobbyManager.currentRoom == null)
{
print("V_CustomLobbyManager: currentRoom is not set");
return;
}
if (LobbyManager.currentRoom.hasAnActiveGame)
LobbyManager.currentRoom.hasAnActiveGame = true;
}
private void Invite()
{
// #revision
UIController.SelectFromListModal("Type the name of the person u wanna Invite:",
()=> //if click select
{
UIController.CloseSelectModal();
},
()=> // if click cancel
{
UIController.CloseSelectModal();
},
(nameOfThePlayer)=> // if starts typing name of the player
{
// do a search in lobby players and show their name
});
}
}