FiE-Game/Assets/Photon Unity Networking/UtilityScripts/PunTeams.cs

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2023-07-19 19:11:02 +02:00
using System;
using System.Collections.Generic;
using ExitGames.Client.Photon;
using UnityEngine;
using Hashtable = ExitGames.Client.Photon.Hashtable;
/// <summary>
/// Implements teams in a room/game with help of player properties. Access them by PhotonPlayer.GetTeam extension.
/// </summary>
/// <remarks>
/// Teams are defined by enum Team. Change this to get more / different teams.
/// There are no rules when / if you can join a team. You could add this in JoinTeam or something.
/// </remarks>
public class PunTeams : MonoBehaviour
{
/// <summary>Enum defining the teams available. First team should be neutral (it's the default value any field of this enum gets).</summary>
public enum Team : byte {none, red, blue};
/// <summary>The main list of teams with their player-lists. Automatically kept up to date.</summary>
/// <remarks>Note that this is static. Can be accessed by PunTeam.PlayersPerTeam. You should not modify this.</remarks>
public static Dictionary<Team, List<PhotonPlayer>> PlayersPerTeam;
/// <summary>Defines the player custom property name to use for team affinity of "this" player.</summary>
public const string TeamPlayerProp = "team";
#region Events by Unity and Photon
public void Start()
{
PlayersPerTeam = new Dictionary<Team, List<PhotonPlayer>>();
Array enumVals = Enum.GetValues(typeof (Team));
foreach (var enumVal in enumVals)
{
PlayersPerTeam[(Team)enumVal] = new List<PhotonPlayer>();
}
}
public void OnDisable()
{
PlayersPerTeam = new Dictionary<Team, List<PhotonPlayer>>();
}
/// <summary>Needed to update the team lists when joining a room.</summary>
/// <remarks>Called by PUN. See enum PhotonNetworkingMessage for an explanation.</remarks>
public void OnJoinedRoom()
{
this.UpdateTeams();
}
public void OnLeftRoom()
{
Start();
}
/// <summary>Refreshes the team lists. It could be a non-team related property change, too.</summary>
/// <remarks>Called by PUN. See enum PhotonNetworkingMessage for an explanation.</remarks>
public void OnPhotonPlayerPropertiesChanged(object[] playerAndUpdatedProps)
{
this.UpdateTeams();
}
public void OnPhotonPlayerDisconnected(PhotonPlayer otherPlayer)
{
this.UpdateTeams();
}
public void OnPhotonPlayerConnected(PhotonPlayer newPlayer)
{
this.UpdateTeams();
}
#endregion
public void UpdateTeams()
{
Array enumVals = Enum.GetValues(typeof(Team));
foreach (var enumVal in enumVals)
{
PlayersPerTeam[(Team)enumVal].Clear();
}
for (int i = 0; i < PhotonNetwork.playerList.Length; i++)
{
PhotonPlayer player = PhotonNetwork.playerList[i];
Team playerTeam = player.GetTeam();
PlayersPerTeam[playerTeam].Add(player);
}
}
}
/// <summary>Extension used for PunTeams and PhotonPlayer class. Wraps access to the player's custom property.</summary>
public static class TeamExtensions
{
/// <summary>Extension for PhotonPlayer class to wrap up access to the player's custom property.</summary>
/// <returns>PunTeam.Team.none if no team was found (yet).</returns>
public static PunTeams.Team GetTeam(this PhotonPlayer player)
{
object teamId;
if (player.CustomProperties.TryGetValue(PunTeams.TeamPlayerProp, out teamId))
{
return (PunTeams.Team)teamId;
}
return PunTeams.Team.none;
}
/// <summary>Switch that player's team to the one you assign.</summary>
/// <remarks>Internally checks if this player is in that team already or not. Only team switches are actually sent.</remarks>
/// <param name="player"></param>
/// <param name="team"></param>
public static void SetTeam(this PhotonPlayer player, PunTeams.Team team)
{
if (!PhotonNetwork.connectedAndReady)
{
Debug.LogWarning("JoinTeam was called in state: " + PhotonNetwork.connectionStateDetailed + ". Not connectedAndReady.");
return;
}
PunTeams.Team currentTeam = player.GetTeam();
if (currentTeam != team)
{
player.SetCustomProperties(new Hashtable() {{PunTeams.TeamPlayerProp, (byte) team}});
}
}
}