Пример #1
0
    public override void OnGUI()
    {
        UpdateCachedPlayers();
        var simPlayers       = _cachedPlayers;
        var simWorldAccessor = PresentationHelpers.GetSimulationWorld();

        GUILayout.BeginHorizontal();

        GUILayout.BeginVertical();
        GUILayout.Label("Player Name", DebugPanelStyles.boldText);
        for (int i = 0; i < simPlayers.Count; i++)
        {
            ApplyPlayerTextColor(simPlayers[i]);
            GUILayout.Label(simWorldAccessor.GetComponent <Name>(simPlayers[i]).Value.ToString());
        }
        ResetTextColor();
        GUILayout.EndVertical();


        GUILayout.BeginVertical();
        GUILayout.Label("Sim Player Id", DebugPanelStyles.boldText);
        for (int i = 0; i < simPlayers.Count; i++)
        {
            ApplyPlayerTextColor(simPlayers[i]);
            GUILayout.Label(simWorldAccessor.GetComponent <PersistentId>(simPlayers[i]).Value.ToString());
        }
        ResetTextColor();
        GUILayout.EndVertical();


        GUILayout.BeginVertical();
        GUILayout.Label("isBeingPlayed", DebugPanelStyles.boldText);
        for (int i = 0; i < simPlayers.Count; i++)
        {
            ApplyPlayerTextColor(simPlayers[i]);
            GUILayout.Label(PlayerHelpers.GetPlayerFromSimPlayer(simPlayers[i], PresentationHelpers.GetSimulationWorld()) == null ? "false" : "true");
        }
        ResetTextColor();
        GUILayout.EndVertical();

        GUILayout.EndHorizontal();
    }
    Entity GetUnassignedSimPlayer()
    {
        using (EntityQuery query = SimWorldAccessor.CreateEntityQuery(
                   ComponentType.ReadOnly <PlayerTag>(),
                   ComponentType.ReadOnly <PersistentId>()))
        {
            using (NativeArray <Entity> simPlayers = query.ToEntityArray(Allocator.TempJob))
            {
                foreach (Entity playerEntity in simPlayers)
                {
                    if (PlayerHelpers.GetPlayerFromSimPlayer(playerEntity, SimWorldAccessor) == null)
                    {
                        return(playerEntity);
                    }
                }
            }
        }


        return(Entity.Null);
    }
Пример #3
0
    static void ApplyPlayerTextColor(Entity simPlayer)
    {
        PlayerInfo p = PlayerHelpers.GetPlayerFromSimPlayer(simPlayer, PresentationHelpers.GetSimulationWorld());

        GUI.color = p == null ? Color.red : Color.white;
    }
    protected override void OnUpdate()
    {
        if (PlayerRepertoireSystem.Instance == null)
        {
            return;
        }

        // wait for level to be loaded before trying to spawn pawns, kinda hack ...
        if (!SimWorldAccessor.HasSingleton <GridInfo>())
        {
            return;
        }

        _simTick.Set(SimWorldAccessor.ExpectedNewTickId);

        if (!_simTick.ClearDirty()) // makes sure we wait for sim update before sending new request
        {
            return;
        }

        // When we submit an input in the simulation, we have no guarantee that it will be processed in the next frame
        // This 'cooldown' mechanism ensures we don't ask for too many player creations
        if (_dontAskForPlayerCreateCooldownMap.Count > 0)
        {
            foreach (KeyValuePair <PlayerInfo, double> playerInCooldown in _dontAskForPlayerCreateCooldownMap)
            {
                if (playerInCooldown.Value < Time.ElapsedTime)
                {
                    _dontAskForPlayerCreateCooldownMap.Remove(playerInCooldown.Key);
                    break;
                }
            }
        }

        foreach (PlayerInfo playerInfo in PlayerRepertoireSystem.Instance.Players)
        {
            if (playerInfo.SimPlayerId == PersistentId.Invalid && AllowCreatePlayers)
            {
                Entity unassignedSimPlayer = GetUnassignedSimPlayer();

                if (unassignedSimPlayer == Entity.Null)
                {
                    // ask the simulation to create a new player

                    // When we submit an input in the simulation, we have no guarantee that it will be processed in the next frame
                    // This 'cooldown' mechanism ensures we don't ask for too many player creations
                    if (!_dontAskForPlayerCreateCooldownMap.ContainsKey(playerInfo))
                    {
                        SimWorldAccessor.SubmitInput(new SimInputPlayerCreate()
                        {
                            PlayerName = playerInfo.PlayerName
                        });
                        _dontAskForPlayerCreateCooldownMap.Add(playerInfo, Time.ElapsedTime + 1);
                    }
                }
                else
                {
                    // assign the sim player to the player
                    PersistentId simPlayerId = SimWorldAccessor.GetComponent <PersistentId>(unassignedSimPlayer);

                    PlayerRepertoireMaster.Instance.AssignSimPlayerToPlayer(playerInfo.PlayerId, simPlayerId);
                }
            }
        }

        // Update Active Player State
        SimWorldAccessor.Entities
        .WithAll <PlayerTag>()
        .ForEach((Entity playerEntity, ref PersistentId playerID, ref Active isActive) =>
        {
            PlayerInfo playerInfo = PlayerHelpers.GetPlayerFromSimPlayer(playerID);
            if (playerInfo != null && !isActive.Value)     // player connected in game but not active in simulation
            {
                SimWorldAccessor.SubmitInput(new SimInputSetPlayerActive()
                {
                    IsActive = true, PlayerID = playerID
                });
            }
            else if (playerInfo == null && isActive.Value)     // player disconnected but active in simulation
            {
                SimWorldAccessor.SubmitInput(new SimInputSetPlayerActive()
                {
                    IsActive = false, PlayerID = playerID
                });
            }
        });
    }