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66 lines
2.8 KiB
C#
66 lines
2.8 KiB
C#
3 weeks ago
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using System;
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using Unity.BossRoom.ConnectionManagement;
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using Unity.BossRoom.UnityServices.Lobbies;
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using Unity.BossRoom.Utils;
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using Unity.Multiplayer.Samples.Utilities;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using VContainer;
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namespace UUnity.BossRoom.ConnectionManagement
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{
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/// <summary>
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/// Connection state corresponding to when the NetworkManager is shut down. From this state we can transition to the
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/// ClientConnecting sate, if starting as a client, or the StartingHost state, if starting as a host.
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/// </summary>
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class OfflineState : ConnectionState
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{
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[Inject]
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LobbyServiceFacade m_LobbyServiceFacade;
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[Inject]
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ProfileManager m_ProfileManager;
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[Inject]
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LocalLobby m_LocalLobby;
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const string k_MainMenuSceneName = "MainMenu";
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public override void Enter()
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{
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m_LobbyServiceFacade.EndTracking();
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m_ConnectionManager.NetworkManager.Shutdown();
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if (SceneManager.GetActiveScene().name != k_MainMenuSceneName)
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{
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SceneLoaderWrapper.Instance.LoadScene(k_MainMenuSceneName, useNetworkSceneManager: false);
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}
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}
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public override void Exit() { }
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public override void StartClientIP(string playerName, string ipaddress, int port)
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{
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var connectionMethod = new ConnectionMethodIP(ipaddress, (ushort)port, m_ConnectionManager, m_ProfileManager, playerName);
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m_ConnectionManager.m_ClientReconnecting.Configure(connectionMethod);
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientConnecting.Configure(connectionMethod));
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}
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public override void StartClientLobby(string playerName)
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{
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var connectionMethod = new ConnectionMethodRelay(m_LobbyServiceFacade, m_LocalLobby, m_ConnectionManager, m_ProfileManager, playerName);
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m_ConnectionManager.m_ClientReconnecting.Configure(connectionMethod);
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientConnecting.Configure(connectionMethod));
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}
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public override void StartHostIP(string playerName, string ipaddress, int port)
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{
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var connectionMethod = new ConnectionMethodIP(ipaddress, (ushort)port, m_ConnectionManager, m_ProfileManager, playerName);
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_StartingHost.Configure(connectionMethod));
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}
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public override void StartHostLobby(string playerName)
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{
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var connectionMethod = new ConnectionMethodRelay(m_LobbyServiceFacade, m_LocalLobby, m_ConnectionManager, m_ProfileManager, playerName);
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_StartingHost.Configure(connectionMethod));
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}
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}
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}
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