public void HandleResponse(ISFSObject anObjectIn, GameLobbyManager ourGLM) { foreach (string playerName in anObjectIn.GetUtfStringArray("PlayerNameArray")) { ourGLM.getUserInterface().alterOnlinePlayerText(playerName); } }
public void HandleResponse(ISFSObject anObjectIn, GameLobbyManager ourGLM) { //Remove formationsPanel ourGLM.destroyObject("FormationsPanel"); //Draw Halfboard ourGLM.getGameManager().drawHexGrid(5); }
void Start() { connectionConfig.MaxSentMessageQueueSize = 256; if (instance != null) DestroyImmediate(instance.gameObject); instance = this; }
public void performClickAction(GameLobbyManager ourGLM, Button clickedButton) { string formationName = clickedButton.name.Substring(clickedButton.name.IndexOf("]") + 2); Debug.Log(formationName); ISFSObject objectOut = new SFSObject(); objectOut.PutUtfString("FormationName", formationName); ourGLM.getSFServer().Send(new ExtensionRequest("GetFormation", objectOut)); }
void Start() { connectionConfig.MaxSentMessageQueueSize = 256; if (instance != null) { DestroyImmediate(instance.gameObject); } instance = this; }
public UIManager(GameLobbyManager gLM) { ourGLM = gLM; //Setup ButtonEventHandlers buttonDictionary.Add((Button)GameObject.Find("FindMatchButton").GetComponent <Button>(), new FindMatchButtonHandler()); buttonDictionary.Add((Button)GameObject.Find("EditFormationButton").GetComponent <Button>(), new EditFormationButtonHandler()); buttonDictionary.Add((Button)GameObject.Find("EnterChatButton").GetComponent <Button>(), new EnterChatButtonHandler()); chatTextLabel = new List <Text>(); onlinePlayerDictionary = new Dictionary <string, Text>(); }
public void performAction(GameLobbyManager ourGLM) { objectOut = new SFSObject(); InputField chatField = GameObject.Find("EnterChatField").GetComponent <InputField>(); string chatText = chatField.text; //Build and send request to Game Server objectOut.PutUtfString("ChatText", chatText); ourGLM.getSFServer().Send(new ExtensionRequest("EnterChat", objectOut)); //Blank out ChatTextField chatField.text = ""; }
public Game() { this.HotelManager = new HotelManager(); this.SessionManager = new SessionManager(); this.GameLobbyManager = new GameLobbyManager(); this.UpdateConsoleTitleTimer = Stopwatch.StartNew(); this.GameCycleTimer = new Timer(); this.GameCycleTimer.Elapsed += this.Cycle; this.GameCycleTimer.AutoReset = true; this.GameCycleTimer.Interval = 8; this.GameCycleTimer.Start(); GC.KeepAlive(this.GameCycleTimer); //IK timer adds itself to the gc already, but just for sure ;P }
public void HandleResponse(ISFSObject anObjectIn, GameLobbyManager ourGLM) { //Create Unit GameObject and Set it's parent GameObject aUnit = ourGLM.createObject("Units/" + anObjectIn.GetUtfString("UnitID")); aUnit.transform.SetParent(GameObject.Find("Units").transform); //Set its position aUnit.transform.localPosition = ourGLM.getGameManager().getLocation(anObjectIn.GetInt("xLoc"), anObjectIn.GetInt("yLoc")); //Determine if it needs to be rotated if (anObjectIn.GetInt("yLoc") > 6) { aUnit.transform.Rotate(0, 180, 0); } }
private void OnServerDiscovered(string address) { if (DEBUG) { Debug.Log("OnServerDiscovered"); } _innerProcess.MoveNext(Command.ConnectGame); ensureCorrectScene(); // stop listening for broadcasts if (_discoveryClient != null && _discoveryClient.running && !Flags.GAME_SERVER_IS_LOCALHOST) { _discoveryClient.serverDiscoveryEvent -= OnServerDiscovered; _discoveryClient.StopBroadcast(); Destroy(_discoveryClient); } var ipv4 = address.Substring(address.LastIndexOf(":") + 1, address.Length - (address.LastIndexOf(":") + 1)); Debug.Log(string.Format("ipv6: {0}, ipv4: {1}", address, ipv4)); if (_networkLobbyManager == null) { _networkLobbyManager = CreateNetLobby(); } if (Flags.GAME_SERVER_IS_LOCALHOST) { _networkLobbyManager.networkAddress = Network.player.ipAddress; } else { _networkLobbyManager.networkAddress = ipv4; } Debug.Log(string.Format("found server at {0}", _networkLobbyManager.networkAddress)); ConfigNetLobby(); // we have to delay, because apparently the teardown of discovery // impacts the next part. 2 seconds seems long enough... Invoke("DelayedConnect", 2); }
public void HandleResponse(ISFSObject anObjectIn, GameLobbyManager ourGLM) { //Define variables GameObject formationsPanel = ourGLM.createObject("UI/FormationsPanel"); formationsPanel.name = "FormationsPanel"; formationsPanel.transform.SetParent(GameObject.Find("Canvas").transform); formationsPanel.transform.localPosition = new Vector3(); if (anObjectIn.GetInt("NumberOfFormations") > 0) { string[] formationButtonNames = anObjectIn.GetUtfStringArray("FormationNames"); for (int i = 0; i < formationButtonNames.Length; i++) { Transform aFormationButton = formationsPanel.transform.FindChild("New 1v1 Formation"); aFormationButton.GetComponentInChildren <Text>().text = formationButtonNames[i]; aFormationButton.name = formationButtonNames[i]; //Add Button Event Listener and Button to the ButtonDictionary ourGLM.getUserInterface().getButtonDictionary().Add(aFormationButton.GetComponent <Button>(), new GetFormationButtonHandler()); aFormationButton.GetComponent <Button>().onClick.AddListener(() => { ourGLM.buttonClicked(aFormationButton.GetComponent <Button>()); }); } } }
public void HandleResponse(ISFSObject anObjectIn, GameLobbyManager ourGLM) { //Define variables GameObject chatBox = GameObject.Find("ChatContent"); List <Text> chatTextList = ourGLM.getUserInterface().getChatTextLabel(); chatTextList.Add(ourGLM.createObject("UI/ChatText").GetComponent <Text>()); chatBox.GetComponent <RectTransform>().sizeDelta = new Vector2(0, chatTextList.Count * 20); //Determine the Y-Position for the Chat Content rect to look at int posY; if (chatBox.GetComponent <RectTransform>().rect.height > 250) { posY = (int)chatBox.GetComponent <RectTransform>().rect.height - 250; } else { posY = 0; } //Update ChatContent position chatBox.GetComponent <RectTransform>().localPosition = new Vector2(0, posY); //Create new Chat Messag to display chatTextList.Last().name = "ChatTextLabel " + chatTextList.Count; chatTextList.Last().text = anObjectIn.GetUtfString("ChatText"); chatTextList.Last().rectTransform.SetParent(chatBox.GetComponent <RectTransform>()); //Update position of all chat messages for (int i = 0; i < chatTextList.Count; i++) { chatTextList[i].rectTransform.offsetMin = new Vector2(9, -25 + (chatTextList.Count - i) * 20); chatTextList[i].rectTransform.offsetMax = new Vector2(0, -5 + (chatTextList.Count - i) * 20); } }
// Use this for initialization void Start() { DontDestroyOnLoad(gameObject); //Player has joined. Tell the lobbyManager so that it can spawn a lobby entity for the player. lobbyManager = GameObject.Find("GameLobby").GetComponent <GameLobbyManager>(); lobbyManager.PlayerConnected(this, isLocalPlayer, isServer); //Behaviour changes for local players own lobby entity. PlayerID = playerID++; if (isHost) //To identify host in Hierachy, this conditional is only fired for clients, isHost is false for the host itself until later. { name = "HostPlayer"; } if (!isLocalPlayer) { return; } if (isServer) // player object becomes TurnController for everyone; { Cmd_SetHost(); Cmd_SpawnTurnController(); } }
public GameManager(GameLobbyManager gLM) { ourGLM = gLM; }
public void performClickAction(GameLobbyManager ourGLM, Button clickedButton) { ourGLM.getSFServer().Send(new ExtensionRequest("JoinQueue", new SFSObject())); }
public void performClickAction(GameLobbyManager ourGLM, Button clickedButton) { ourGLM.getPlayerActionDictionary()["EnterChat"].performAction(ourGLM); }
public void HandleResponse(ISFSObject anObjectIn, GameLobbyManager ourGLM) { //Create Unit GameObject and Set it's parent ourGLM.getGameManager().drawHexGrid(12); }
public void HandleResponse(ISFSObject anObjectIn, GameLobbyManager ourGLM) { ourGLM.getUserInterface().alterOnlinePlayerText(anObjectIn.GetUtfString("PlayerName")); }
void Start() { DontDestroyOnLoad(gameObject); var ugly = UnityThreadHelper.Dispatcher; // If clients will be looking at localhost anyway, don't // pollute the network with broadcasts if (!Flags.GAME_SERVER_IS_LOCALHOST) { transform.gameObject.AddComponent <DiscoveryServer> (); } _networkLobbyManager = transform.gameObject.AddComponent <GameLobbyManager> (); _meshDiscoveryServer = new MeshDiscoveryServer(); _meshTransferManager = new MeshTransferManager(); _networkLobbyManager.logLevel = UnityEngine.Networking.LogFilter.FilterLevel.Info; _networkLobbyManager.showLobbyGUI = false; _networkLobbyManager.minPlayers = MIN_REQ_PLAYERS; // seemingly weird neccesary hack. todo: add this to our compat implementation _networkLobbyManager.maxPlayers = MAX_DEVICES; _networkLobbyManager.maxConnections = MAX_DEVICES; _networkLobbyManager.lobbySlots = new NetworkLobbyPlayer[_networkLobbyManager.maxPlayers]; List <string> lobbyScenes = new List <string> (); lobbyScenes.Add("Idle"); lobbyScenes.Add("Leaderboard"); _networkLobbyManager.lobbyScenes = lobbyScenes; _networkLobbyManager.playScene = "Game"; _networkLobbyManager.lobbyPlayerPrefab = LobbyPlayerPrefab; _networkLobbyManager.gamePlayerPrefab = GamePlayerPrefab; _networkLobbyManager.networkPort = NetworkConstants.GAME_PORT; _networkLobbyManager.serverBindToIP = true; _networkLobbyManager.serverBindAddress = Network.player.ipAddress; Debug.Log(string.Format("bound to {0}", _networkLobbyManager.serverBindAddress)); _networkLobbyManager.customConfig = true; var config = _networkLobbyManager.connectionConfig; config.NetworkDropThreshold = 80; config.ConnectTimeout = 10000; config.DisconnectTimeout = 10000; config.PingTimeout = 2000; _networkLobbyManager.channels.Add(UnityEngine.Networking.QosType.ReliableFragmented); _networkLobbyManager.channels.Add(UnityEngine.Networking.QosType.ReliableFragmented); _networkLobbyManager.StartServer(); // register listeners for when players connect / disconnect _networkLobbyManager.OnLobbyServerConnectedEvent += OnGamePlayerConnected; _networkLobbyManager.OnLobbyServerDisconnectedEvent += OnGamePlayerDisconnected; _networkLobbyManager.OnLobbyClientReadyToBeginEvent += OnGamePlayerReady; _networkLobbyManager.OnLobbyClientGameLoadedEvent += OnPlayerGameLoaded; _meshDiscoveryServer.MeshServerDiscoveredEvent += OnMeshServerFound; _meshTransferManager.OnMeshDataReceivedEvent += OnMeshDataReceived; OnServerRequestLoadNewMesh(); if (StartMuted) { AudioListener.volume = 0.0f; } }