void OnOtherPlayerDisconnected()
 {
     SceneManager.LoadScene("Lobbies");
     MyLobby              = null;
     MyPlayerCharacter    = -1;
     EnemyPlayerCharacter = -1;
 }
Example #2
0
    public void GenerateItem(NetworkObjects.Lobby lobby, int Wins = -1)
    {
        GameObject scrollItemObj = Instantiate(scrollItemprefab);

        scrollItemObj.transform.SetParent(scrollContent.transform, false);
        int levelOfRoom = (int)(Wins / 10);
        int myLevel     = (int)(int.Parse(networkClient.Player.Wins) / 10);

        scrollItemObj.transform.Find("PlayerLevel").gameObject.GetComponent <TMP_Text>().text = levelOfRoom.ToString();
        scrollItemObj.transform.Find("PlayerName").gameObject.GetComponent <TMP_Text>().text  = lobby.Player1;
        Color newColor = Color.white;

        if (levelOfRoom - myLevel > 5) //5 level or more greater
        {
            newColor = Color.red;
        }
        else if (levelOfRoom - myLevel > 2) //more than 3 levels
        {
            newColor = Color.yellow;
        }
        else if (levelOfRoom - myLevel >= -2) //no more than 2 levels below us
        {
            newColor = Color.green;
        }
        scrollItemObj.transform.Find("Background").gameObject.GetComponent <Image>().color = newColor;

        scrollItemObj.transform.GetComponent <JoinablePlayer>().AvailableLobby = lobby;

        scrollView.verticalNormalizedPosition = 1;
    }
 public void UpdateLobby()
 {
     ActiveLobby = FindObjectOfType <NetworkClient>().MyLobby;
     if (ActiveLobby.Player2 != "")
     {
         Player2.SetActive(true);
         Player2.GetComponent <Image>().color = Color.red;
     }
 }
    public void JoinLobby(NetworkObjects.Lobby joiningLobby)
    {
        Debug.Log("Sending join game message");
        Debug.Log(joiningLobby);
        JoinGameMsg m = new JoinGameMsg();

        m.player.id = PlayerUserID;
        m.joinLobby = joiningLobby;
        SendToServer(JsonUtility.ToJson(m));
    }
    void Start()
    {
        Player       = new NetworkObjects.Item();
        MyLobby      = new NetworkObjects.Lobby();
        m_Driver     = NetworkDriver.Create();
        m_Connection = default(NetworkConnection);
        var endpoint = NetworkEndPoint.Parse(serverIP, serverPort);

        m_Connection = m_Driver.Connect(endpoint);

        DontDestroyOnLoad(gameObject);
    }
    IEnumerator HostsNewLobby(string UserID, int connection)
    {
        NetworkObjects.Item test;
        string          url = "https://pnz7w1hjm3.execute-api.us-east-2.amazonaws.com/default/FinalAssignmentGetPlayer?UserID=" + UserID;
        UnityWebRequest www = UnityWebRequest.Get(url);

        www.SetRequestHeader("Content-Type", "application/json");
        yield return(www.SendWebRequest());

        Debug.Log(" player info finished requesting from db ");
        if (www.isNetworkError || www.isHttpError)
        {
            Debug.Log(" player info error getting ");
            Debug.Log(www.error);
            HostGameMsg m = new HostGameMsg();
            m.player.id = UserID;
            SendToClient(JsonUtility.ToJson(m), m_Connections[connection]);
            // register unsuccessful
        }
        else
        {
            Debug.Log(" player info successfully gotten. Sending to player ..... ");
            test = JsonUtility.FromJson <NetworkObjects.Item>(www.downloadHandler.text);

            /////////////////////////////////////
            HostGameMsg m = new HostGameMsg();
            m.player.id = UserID;

            NetworkObjects.Lobby newLobby = new NetworkObjects.Lobby();
            if (newLobby != null)
            {
                m.successful         = true;
                newLobby.lobbyID     = LOBBYCURRENTMAXID;
                newLobby.Player1     = UserID;
                newLobby.player1addr = connection;
                newLobby.HostWins    = int.Parse(test.Wins);
                m.newLobby           = newLobby;
                AvailableLobbies[newLobby.lobbyID] = newLobby;
                LOBBYCURRENTMAXID++;
                Debug.Log("Lobby ID = " + newLobby.lobbyID);
                //Debug.Log(JsonUtility.ToJson(newLobby));
                //Debug.Log(JsonUtility.ToJson(AvailableLobbies[0]));
            }
            else
            {
                Debug.Log("Host Lobby Failed");
            }
            SendToClient(JsonUtility.ToJson(m), m_Connections[connection]);
        }
    }
    void OnData(DataStreamReader stream)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.PLAYER_LOGIN:
            PlayerLoginMsg loginMsg = JsonUtility.FromJson <PlayerLoginMsg>(recMsg);
            // check if successful is true
            if (loginMsg.successful)
            {
                Debug.Log("Successful Login");
                PlayerUserID = loginMsg.userID;
                //RequestPlayerInfo();
                SceneManager.LoadScene("Lobbies");
            }
            else
            {
                Debug.Log("UNSuccessful Login");
                FindObjectOfType <LoginButtonBehaviour>().DisplayError();
            }
            break;

        case Commands.PLAYER_REGISTER:
            PlayerRegisterMsg registerMsg = JsonUtility.FromJson <PlayerRegisterMsg>(recMsg);
            if (registerMsg.successful)
            {
                Debug.Log("Successful Register");
                PlayerUserID = registerMsg.userID;
                //RequestPlayerInfo();
                SceneManager.LoadScene("Lobbies");
            }
            else
            {
                Debug.Log("UNSuccessful Register");
                FindObjectOfType <RegisterButtonBehaviour>().DisplayError();
            }
            // check if successful is true
            break;

        case Commands.HOST_GAME:
            HostGameMsg hostmsg = JsonUtility.FromJson <HostGameMsg>(recMsg);
            if (hostmsg.successful && (hostmsg.newLobby.Player1 == PlayerUserID || hostmsg.newLobby.Player2 == PlayerUserID))
            {
                MyLobby = hostmsg.newLobby;
                SceneManager.LoadScene("Lobby");
                // success move to the lobby scene
            }
            else
            {
                // display error
            }
            break;

        case Commands.JOIN_GAME:
            JoinGameMsg joinmsg = JsonUtility.FromJson <JoinGameMsg>(recMsg);
            if (joinmsg.successful && (joinmsg.joinLobby.Player1 == PlayerUserID || joinmsg.joinLobby.Player2 == PlayerUserID))
            {
                MyLobby = joinmsg.joinLobby;
                if (joinmsg.joinLobby.Player1 == PlayerUserID)
                {
                    MyLevel       = joinmsg.joinLobby.HostWins;
                    OpponentLevel = joinmsg.joinLobby.Player2Wins;
                    FindObjectOfType <LobbyHandler>().UpdateLobby();
                }
                else
                {
                    MyLevel       = joinmsg.joinLobby.Player2Wins;
                    OpponentLevel = joinmsg.joinLobby.HostWins;
                    SceneManager.LoadScene("Lobby");
                }

                // success move to the lobby scene
            }
            else
            {
                // display error
            }
            break;

        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);

            Debug.Log("Handshake message received!");
            //myServerId = hsMsg.InternalServerID;
            //Debug.Log("My id is:" + myServerId);
            ////add our own id so we know who we are
            //if (myId == "")
            //{
            //    myId = hsMsg.player.id;
            //    Debug.Log("My id is:" + myId);
            //}
            break;

        case Commands.START_GAME:
            StartGameMsg startMsg = JsonUtility.FromJson <StartGameMsg>(recMsg);
            if (startMsg.LobbyToStart.Player1 == PlayerUserID)    // i am player 1
            {
                MyPlayerCharacter    = startMsg.Player1Char;
                EnemyPlayerCharacter = startMsg.Player2Char;
            }
            else     // i am player 2
            {
                MyPlayerCharacter    = startMsg.Player2Char;
                EnemyPlayerCharacter = startMsg.Player1Char;
            }
            if (startMsg.successful)
            {
                EnterPlay();
            }
            break;

        case Commands.PLAYER_UPDATE:
            //not really receiveing player update messages as this is this client and not the server
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Player update message received!");
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            for (int i = 0; i < suMsg.players.Count; i++)
            {
            }
            break;

        case Commands.REQUEST_ALL_LOBBIES:
            AllAvailableLobbies alMsg = JsonUtility.FromJson <AllAvailableLobbies>(recMsg);
            Debug.Log("Server update message received!");
            for (int i = 0; i < alMsg.Lobbies.Count; i++)
            {
                Debug.Log(JsonUtility.ToJson(alMsg.Lobbies[i]));
            }
            ScrollFiller scrollFiller = FindObjectOfType <ScrollFiller>();
            scrollFiller.ClearLobbies();
            foreach (var lobby in alMsg.Lobbies)
            {
                //if (!lobby.full)
                scrollFiller.GenerateItem(lobby, lobby.HostWins);
            }
            break;

        case Commands.MOVE_TAKEN:
            MoveTakenMsg moveMsg = JsonUtility.FromJson <MoveTakenMsg>(recMsg);
            Debug.Log("Received move from player");
            FindObjectOfType <BattleSystem>().EnemyAttack(moveMsg.move);

            break;

        case Commands.PLAYER_INFO:
            MyInfoMsg infoMsg = JsonUtility.FromJson <MyInfoMsg>(recMsg);
            Debug.Log("Received info about player");
            Debug.Log("RAW MESSAGE PLAYER INFO " + recMsg);
            Player = infoMsg.Player;
            break;

        case Commands.LOBBY_DISCONNECTED:
            Debug.Log("Other player disconnected form lobby");
            OnOtherPlayerDisconnected();
            break;

        default:
            Debug.Log("Unrecognized message received!");
            Debug.Log(recMsg);
            break;
        }
    }