void Start() { nLM = GameObject.Find("NetworkManager").GetComponent <CustomLobby>(); leave = transform.FindChild("ButtonLeaveLobby").GetComponent <Button>(); SetAllButtons(); }
/// <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(); } }
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; } }
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); }
/// <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(); }
/// <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(); } }
/// <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(); }
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; }
/// <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)); }
/// <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)); }
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; }
private void Awake() { lobby = this; }
void Awake() { lobby = this; }
void Start() { customLobby = GetComponent <CustomLobby> (); }
//hands the player's network information (customlobby) from the plantgamecanvas public void HandPlayerNetworkLobby(CustomLobby player) { networkPlayerInfo = player; SetSpriteWithCustomLobby(true); }
void Start() { single = this; }