Esempio n. 1
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    private static bool IntegrateValidate()
    {
        bl_Lobby        km = GameObject.FindObjectOfType <bl_Lobby>();
        bl_LevelPreview gm = GameObject.FindObjectOfType <bl_LevelPreview>();

        return(km != null && gm == null);
    }
Esempio n. 2
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    // [MenuItem("MFPS/Addons/Localization/Integrate", true)]
    private static bool InstegrateValidate()
    {
        bl_Lobby            lb = GameObject.FindObjectOfType <bl_Lobby>();
        bl_LanguageSelector ls = GameObject.FindObjectOfType <bl_LanguageSelector>();

        return(lb != null && ls == null);
    }
Esempio n. 3
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    private static void Instegrate()
    {
#if PVOICE
        GameObject p1 = bl_GameData.Instance.Player1;
        if (p1.GetComponent <PhotonVoiceView>() == null)
        {
            p1.AddComponent <PhotonVoiceView>().UsePrimaryRecorder = true;
        }
        if (p1.GetComponent <Speaker>() == null)
        {
            p1.AddComponent <Speaker>();
        }
        p1 = bl_GameData.Instance.Player2;
        if (p1.GetComponent <PhotonVoiceView>() == null)
        {
            p1.AddComponent <PhotonVoiceView>().UsePrimaryRecorder = true;
        }
        if (p1.GetComponent <Speaker>() == null)
        {
            p1.AddComponent <Speaker>();
        }
        if (AssetDatabase.IsValidFolder("Assets/MFPS/Scenes"))
        {
            EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
            string path = "Assets/MFPS/Scenes/MainMenu.unity";
            EditorSceneManager.OpenScene(path, OpenSceneMode.Single);
            bl_Lobby lb = FindObjectOfType <bl_Lobby>();
            if (lb != null)
            {
                if (FindObjectOfType <PhotonVoiceNetwork>() == null)
                {
                    GameObject         nobj = new GameObject("PhotonVoice");
                    PhotonVoiceNetwork pvs  = nobj.AddComponent <PhotonVoiceNetwork>();
                    pvs.AutoConnectAndJoin     = true;
                    pvs.AutoLeaveAndDisconnect = true;
                    pvs.ApplyDontDestroyOnLoad = true;
                    Recorder r = nobj.AddComponent <Recorder>();
                    r.MicrophoneType    = Recorder.MicType.Unity;
                    r.TransmitEnabled   = false;
                    r.VoiceDetection    = false;
                    pvs.PrimaryRecorder = r;
                    nobj.AddComponent <bl_PhotonAudioDisabler>().isGlobal = true;
                    EditorUtility.SetDirty(nobj);
                    EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
                }
                Debug.Log("Photon Voice Integrated, enable it on GameData.");
            }
            else
            {
                Debug.Log("Can't found Menu scene.");
            }
        }
        else
        {
            Debug.LogWarning("Can't complete the integration of the addons because MFPS folder structure has been change, please do the manual integration.");
        }
#else
        Debug.LogWarning("Enable Photon Voice addon before integrate.");
#endif
    }
Esempio n. 4
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    private static bool IntegrateValidate()
    {
        bl_Lobby       km = GameObject.FindObjectOfType <bl_Lobby>();
        bl_ShopManager gm = GameObject.FindObjectOfType <bl_ShopManager>();

        return(km != null && gm == null);
    }
Esempio n. 5
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    // [MenuItem("MFPS/Addons/InputManager/Lobby Integration")]
    private static void Instegrate()
    {
        GameObject inp = AssetDatabase.LoadAssetAtPath("Assets/Addons/InputManager/Content/Prefabs/UI/Input UI [1.8].prefab", typeof(GameObject)) as GameObject;

        if (inp != null)
        {
            if (SceneManager.sceneCountInBuildSettings > 0)
            {
                if (!EditorSceneManager.GetActiveScene().name.Contains("MainMenu"))
                {
                    EditorSceneManager.OpenScene("Assets/MFPS/Scenes/MainMenu.unity", OpenSceneMode.Single);
                }

                GameObject inputWindow = PrefabUtility.InstantiatePrefab(inp, EditorSceneManager.GetActiveScene()) as GameObject;
                bl_Lobby   lb          = FindObjectOfType <bl_Lobby>();
                if (lb != null)
                {
                    GameObject ccb = lb.AddonsButtons[1];
                    if (ccb != null)
                    {
                        inputWindow.transform.SetParent(ccb.transform, false);
                        inputWindow.transform.SetAsLastSibling();
                        if (lb.AddonsButtons[8] != null)
                        {
                            lb.AddonsButtons[8].SetActive(false);
                            EditorUtility.SetDirty(lb.AddonsButtons[8]);
                        }
                        EditorUtility.SetDirty(ccb);
                        EditorUtility.SetDirty(inputWindow);
                        EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
                        Debug.Log("<color=green>InputManager integrated in lobby!</color>");
                    }
                }
                else
                {
                    //use U login
                }
            }
            else
            {
                Debug.LogWarning("Scenes has not been added in Build Settings, Can't integrate CC Add-on.");
            }
        }
        else
        {
            Debug.Log("Can't found prefab!");
        }
    }
Esempio n. 6
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    /// <summary>
    ///
    /// </summary>
    /// <param name="info"></param>
    public void GetInfo(RoomInfo info)
    {
        Lobby             = FindObjectOfType <bl_Lobby>();
        cacheInfo         = info;
        RoomNameText.text = info.Name;
        MapNameText.text  = (string)info.CustomProperties[PropertiesKeys.CustomSceneName];
        GameModeText.text = (string)info.CustomProperties[PropertiesKeys.GameModeKey];
        PlayersText.text  = info.PlayerCount + "/" + info.MaxPlayers;
        MaxKillText.text  = string.Format("{0} Kills", (int)info.CustomProperties[PropertiesKeys.RoomMaxKills]);
        PingText.text     = ((int)info.CustomProperties[PropertiesKeys.MaxPing]).ToString() + " ms";
        bool _active = (info.PlayerCount < info.MaxPlayers) ? true : false;

        PrivateUI.SetActive((string.IsNullOrEmpty((string)cacheInfo.CustomProperties[PropertiesKeys.RoomPassworld]) == false));
        JoinButton.SetActive(_active);
        FullText.SetActive(!_active);
    }
Esempio n. 7
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 private static void Instegrate()
 {
     if (AssetDatabase.IsValidFolder("Assets/MFPS/Scenes"))
     {
         EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
         GameObject inp = AssetDatabase.LoadAssetAtPath("Assets/Addons/LevelSystem/Content/Prefabs/LevelProgress [Lobby].prefab", typeof(GameObject)) as GameObject;
         if (inp != null)
         {
             if (EditorSceneManager.sceneCountInBuildSettings > 0)
             {
                 EditorSceneManager.OpenScene("Assets/MFPS/Scenes/MainMenu.unity", OpenSceneMode.Single);
                 bl_Lobby lb = Object.FindObjectOfType <bl_Lobby>();
                 if (lb != null)
                 {
                     if (inp != null)
                     {
                         GameObject pr  = PrefabUtility.InstantiatePrefab(inp, EditorSceneManager.GetActiveScene()) as GameObject;
                         GameObject ccb = lb.AddonsButtons[5];
                         if (ccb != null)
                         {
                             pr.transform.SetParent(ccb.transform, false);
                         }
                         EditorUtility.SetDirty(pr);
                         EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
                         Debug.Log("Level System integrate!");
                     }
                     else
                     {
                         Debug.Log("Can't found the Level Manager prefab.");
                     }
                 }
             }
             else
             {
                 Debug.LogWarning("Scenes has not been added in Build Settings, Can't integrate Level System Add-on.");
             }
         }
         else
         {
             Debug.Log("Can't found prefab!");
         }
     }
     else
     {
         Debug.LogWarning("Can't integrate the addons because MFPS folder structure has been change, please do the manual integration.");
     }
 }
Esempio n. 8
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    private static void Instegrate()
    {
        if (SceneManager.sceneCountInBuildSettings > 0)
        {
            Scene      menuScene     = EditorSceneManager.OpenScene("Assets/MFPS/Scenes/MainMenu.unity", OpenSceneMode.Single);
            GameObject prefab        = AssetDatabase.LoadAssetAtPath("Assets/Addons/ULoginSystemPro/Content/Prefabs/UI/Profile [MFPS].prefab", typeof(GameObject)) as GameObject;
            GameObject rankingprefab = AssetDatabase.LoadAssetAtPath("Assets/Addons/ULoginSystemPro/Content/Prefabs/UI/Ranking [MFPS].prefab", typeof(GameObject)) as GameObject;
            bl_Lobby   lb            = FindObjectOfType <bl_Lobby>();
            if (lb != null)
            {
                if (FindObjectOfType <bl_UserProfile>() == null)
                {
                    GameObject inst = PrefabUtility.InstantiatePrefab(prefab, menuScene) as GameObject;
                    GameObject ccb  = lb.AddonsButtons[4];
                    if (ccb != null)
                    {
                        inst.transform.SetParent(ccb.transform, false);
                        inst.GetComponent <RectTransform>().anchoredPosition = Vector2.zero;
                        EditorUtility.SetDirty(inst);
                        EditorUtility.SetDirty(lb);
                        EditorSceneManager.MarkSceneDirty(menuScene);
                    }

                    inst = PrefabUtility.InstantiatePrefab(rankingprefab, menuScene) as GameObject;
                    ccb  = lb.AddonsButtons[5];
                    inst.transform.SetParent(ccb.transform, false);
                    EditorUtility.SetDirty(inst);

                    Debug.Log("ULogin Pro successfully integrated");
                }
                else
                {
                    Debug.Log("ULogin Pro is already integrated");
                }
            }
            else
            {
                Debug.LogWarning("Can't found the MainMenu scene, that could be cause a change in the default structure of the MFPS folders.");
            }
        }
        else
        {
            Debug.LogWarning("Scenes has not been added in Build Settings, Can't integrate ULogin Pro");
        }
    }
Esempio n. 9
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    private static void InstegrateInLobby()
    {
        GameObject prefab = AssetDatabase.LoadAssetAtPath("Assets/Addons/PlayerSelector/Content/Prefabs/UI/OperatorsUI.prefab", typeof(GameObject)) as GameObject;

        if (prefab != null)
        {
            GameObject g = PrefabUtility.InstantiatePrefab(prefab, UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()) as GameObject;
            bl_Lobby   l = FindObjectOfType <bl_Lobby>();
            g.transform.SetParent(l.AddonsButtons[11].transform, false);
            EditorUtility.SetDirty(g);
            bl_PlayerSelectorData.Instance.PlayerSelectorMode = bl_PlayerSelectorData.PSType.InLobby;
            EditorUtility.SetDirty(bl_PlayerSelectorData.Instance);
            EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
            Debug.Log("<color=green>Player Selector</color> integrate!");
        }
        else
        {
            Debug.Log("Can't found prefab!");
        }
    }
Esempio n. 10
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 // [MenuItem("MFPS/Addons/Localization/Integrate")]
 private static void Instegrate()
 {
     if (AssetDatabase.IsValidFolder("Assets/MFPS/Scenes"))
     {
         GameObject selector = AssetDatabase.LoadAssetAtPath("Assets/Addons/Localization/Content/Prefabs/UI/LanguageSelector[1.8].prefab", typeof(GameObject)) as GameObject;
         if (selector != null)
         {
             if (EditorSceneManager.GetActiveScene() == null || EditorSceneManager.GetActiveScene().name != "MainMenu")
             {
                 EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
                 string path = "Assets/MFPS/Scenes/MainMenu.unity";
                 EditorSceneManager.OpenScene(path, OpenSceneMode.Single);
             }
             bl_Lobby lb = GameObject.FindObjectOfType <bl_Lobby>();
             if (lb != null)
             {
                 GameObject ccb = lb.AddonsButtons[6];
                 if (ccb != null)
                 {
                     GameObject inst = PrefabUtility.InstantiatePrefab(selector, EditorSceneManager.GetActiveScene()) as GameObject;
                     inst.transform.SetParent(ccb.transform, false);
                     inst.transform.SetAsLastSibling();
                     EditorUtility.SetDirty(inst);
                     EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
                     Debug.Log("Localization integrate!");
                 }
             }
             else
             {
                 Debug.Log("Can't found Menu scene.");
             }
         }
         else
         {
             Debug.Log("Can't found selector prefab.");
         }
     }
 }
Esempio n. 11
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    private static bool IntegrateValidateInLobby()
    {
        bl_Lobby l = FindObjectOfType <bl_Lobby>();

        return(l != null);
    }