mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-25 23:17:58 +01:00
171 lines
6.3 KiB
C#
171 lines
6.3 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using System.Collections;
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using System;
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using Hashtable = ExitGames.Client.Photon.Hashtable;
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/// <summary>Finds out which PickupItems are not spawned at the moment and send this to new players.</summary>
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/// <remarks>Attach this component to a single GameObject in the scene, not to all PickupItems.</remarks>
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[RequireComponent(typeof(PhotonView))]
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public class PickupItemSyncer : Photon.MonoBehaviour
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{
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public bool IsWaitingForPickupInit;
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private const float TimeDeltaToIgnore = 0.2f;
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public void OnPhotonPlayerConnected(PhotonPlayer newPlayer)
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{
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if (PhotonNetwork.isMasterClient)
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{
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this.SendPickedUpItems(newPlayer);
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}
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}
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public void OnJoinedRoom()
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{
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Debug.Log("Joined Room. isMasterClient: " + PhotonNetwork.isMasterClient + " id: " + PhotonNetwork.player.ID);
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// this client joined the room. let's see if there are players and if someone has to inform us about pickups
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this.IsWaitingForPickupInit = !PhotonNetwork.isMasterClient;
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if (PhotonNetwork.playerList.Length >= 2)
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{
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this.Invoke("AskForPickupItemSpawnTimes", 2.0f);
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}
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}
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public void AskForPickupItemSpawnTimes()
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{
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if (this.IsWaitingForPickupInit)
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{
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if (PhotonNetwork.playerList.Length < 2)
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{
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Debug.Log("Cant ask anyone else for PickupItem spawn times.");
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this.IsWaitingForPickupInit = false;
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return;
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}
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// find a another player (than the master, who likely is gone) to ask for the PickupItem spawn times
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PhotonPlayer nextPlayer = PhotonNetwork.masterClient.GetNext();
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if (nextPlayer == null || nextPlayer.Equals(PhotonNetwork.player))
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{
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nextPlayer = PhotonNetwork.player.GetNext();
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//Debug.Log("This player is the Master's next. Asking this client's 'next' player: " + ((nextPlayer != null) ? nextPlayer.ToStringFull() : ""));
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}
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if (nextPlayer != null && !nextPlayer.Equals(PhotonNetwork.player))
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{
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this.photonView.RPC("RequestForPickupItems", nextPlayer);
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// you could restart this invoke and try to find another player after 4 seconds. but after a while it doesnt make a difference anymore
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//this.Invoke("AskForPickupItemSpawnTimes", 2.0f);
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}
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else
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{
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Debug.Log("No player left to ask");
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this.IsWaitingForPickupInit = false;
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}
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}
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}
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[PunRPC]
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[Obsolete("Use RequestForPickupItems(PhotonMessageInfo msgInfo) with corrected typing instead.")]
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public void RequestForPickupTimes(PhotonMessageInfo msgInfo)
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{
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RequestForPickupItems(msgInfo);
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}
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[PunRPC]
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public void RequestForPickupItems(PhotonMessageInfo msgInfo)
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{
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if (msgInfo.sender == null)
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{
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Debug.LogError("Unknown player asked for PickupItems");
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return;
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}
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SendPickedUpItems(msgInfo.sender);
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}
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/// <summary>Summarizes all PickupItem ids and spawn times for new players. Calls RPC "PickupItemInit".</summary>
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/// <param name="targetPlayer">The player to send the pickup times to. It's a targetted RPC.</param>
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private void SendPickedUpItems(PhotonPlayer targetPlayer)
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{
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if (targetPlayer == null)
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{
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Debug.LogWarning("Cant send PickupItem spawn times to unknown targetPlayer.");
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return;
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}
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double now = PhotonNetwork.time;
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double soon = now + TimeDeltaToIgnore;
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PickupItem[] items = new PickupItem[PickupItem.DisabledPickupItems.Count];
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PickupItem.DisabledPickupItems.CopyTo(items);
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List<float> valuesToSend = new List<float>(items.Length * 2);
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for (int i = 0; i < items.Length; i++)
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{
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PickupItem pi = items[i];
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if (pi.SecondsBeforeRespawn <= 0)
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{
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valuesToSend.Add(pi.ViewID);
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valuesToSend.Add((float)0.0f);
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}
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else
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{
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double timeUntilRespawn = pi.TimeOfRespawn - PhotonNetwork.time;
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if (pi.TimeOfRespawn > soon)
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{
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// the respawn of this item is not "immediately", so we include it in the message "these items are not active" for the new player
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Debug.Log(pi.ViewID + " respawn: " + pi.TimeOfRespawn + " timeUntilRespawn: " + timeUntilRespawn + " (now: " + PhotonNetwork.time + ")");
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valuesToSend.Add(pi.ViewID);
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valuesToSend.Add((float)timeUntilRespawn);
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}
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}
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}
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Debug.Log("Sent count: " + valuesToSend.Count + " now: " + now);
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this.photonView.RPC("PickupItemInit", targetPlayer, PhotonNetwork.time, valuesToSend.ToArray());
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}
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[PunRPC]
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public void PickupItemInit(double timeBase, float[] inactivePickupsAndTimes)
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{
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this.IsWaitingForPickupInit = false;
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// if there are no inactive pickups, the sender will send a list of 0 items. this is not a problem...
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for (int i = 0; i < inactivePickupsAndTimes.Length / 2; i++)
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{
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int arrayIndex = i*2;
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int viewIdOfPickup = (int)inactivePickupsAndTimes[arrayIndex];
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float timeUntilRespawnBasedOnTimeBase = inactivePickupsAndTimes[arrayIndex + 1];
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PhotonView view = PhotonView.Find(viewIdOfPickup);
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PickupItem pi = view.GetComponent<PickupItem>();
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if (timeUntilRespawnBasedOnTimeBase <= 0)
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{
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pi.PickedUp(0.0f);
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}
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else
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{
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double timeOfRespawn = timeUntilRespawnBasedOnTimeBase + timeBase;
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Debug.Log(view.viewID + " respawn: " + timeOfRespawn + " timeUntilRespawnBasedOnTimeBase:" + timeUntilRespawnBasedOnTimeBase + " SecondsBeforeRespawn: " + pi.SecondsBeforeRespawn);
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double timeBeforeRespawn = timeOfRespawn - PhotonNetwork.time;
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if (timeUntilRespawnBasedOnTimeBase <= 0)
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{
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timeBeforeRespawn = 0.0f;
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}
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pi.PickedUp((float) timeBeforeRespawn);
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}
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}
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}
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}
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