You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
Driftology/Assets/Scripts/FusionLauncher.cs

121 lines
4.5 KiB
C#

using Fusion;
using Fusion.Sockets;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class FusionLauncher : MonoBehaviour, INetworkRunnerCallbacks
{
[Header("Network Runner")]
public NetworkRunner runner;
[Header("Lobby UI")]
public GameObject lobbyUI;
public Transform lobbyListContainer;
public GameObject lobbyButtonPrefab;
private void Start()
{
if (runner == null)
{
Debug.LogError("Runner is not assigned in the Inspector!");
return;
}
runner.ProvideInput = true;
runner.AddCallbacks(this);
}
public async void CreateLobby()
{
string sessionName = "Lobby_" + Random.Range(1000, 9999);
var result = await runner.StartGame(new StartGameArgs()
{
GameMode = GameMode.Host,
SessionName = sessionName,
PlayerCount = 2,
Scene = SceneRef.FromIndex(SceneManager.GetActiveScene().buildIndex),
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
});
if (result.Ok)
{
Debug.Log($"✔ Created Lobby: {sessionName}");
lobbyUI.SetActive(false);
}
else
{
Debug.LogError($"✖ Failed to create lobby: {result.ShutdownReason}");
}
}
public async void JoinLobby(string lobbyName)
{
var result = await runner.StartGame(new StartGameArgs()
{
GameMode = GameMode.Client,
SessionName = lobbyName,
Scene = SceneRef.FromIndex(SceneManager.GetActiveScene().buildIndex),
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
});
if (result.Ok)
{
Debug.Log($"✔ Joined Lobby: {lobbyName}");
lobbyUI.SetActive(false);
}
else
{
Debug.LogError($"✖ Failed to join lobby: {result.ShutdownReason}");
}
}
public void RefreshLobbyList()
{
runner.JoinSessionLobby(SessionLobby.ClientServer); // This triggers OnSessionListUpdated
}
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
{
foreach (Transform child in lobbyListContainer)
{
Destroy(child.gameObject);
}
foreach (var session in sessionList)
{
if (session.IsOpen && session.IsVisible && session.PlayerCount < session.MaxPlayers)
{
GameObject button = Instantiate(lobbyButtonPrefab, lobbyListContainer);
button.GetComponentInChildren<Text>().text = session.Name;
button.GetComponent<Button>().onClick.AddListener(() => JoinLobby(session.Name));
}
}
}
#region INetworkRunnerCallbacks (Empty implementations)
public void OnConnectedToServer(NetworkRunner runner) { }
public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason) { }
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason) { }
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player) { }
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player) { }
public void OnInput(NetworkRunner runner, NetworkInput input) { }
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, System.ArraySegment<byte> data) { }
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }
public void OnSceneLoadDone(NetworkRunner runner) { }
public void OnSceneLoadStart(NetworkRunner runner) { }
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }
public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { }
#endregion
}