mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 08:37:58 +01:00
129 lines
4.2 KiB
C#
129 lines
4.2 KiB
C#
|
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}});
|
||
|
}
|
||
|
}
|
||
|
}
|