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