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.
115 lines
4.2 KiB
C#
115 lines
4.2 KiB
C#
3 weeks ago
|
using System;
|
||
|
using Unity.BossRoom.Gameplay.Configuration;
|
||
|
using Unity.BossRoom.Utils;
|
||
|
using Unity.Netcode;
|
||
|
|
||
|
namespace Unity.BossRoom.Gameplay.GameState
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Common data and RPCs for the CharSelect stage.
|
||
|
/// </summary>
|
||
|
public class NetworkCharSelection : NetworkBehaviour
|
||
|
{
|
||
|
public enum SeatState : byte
|
||
|
{
|
||
|
Inactive,
|
||
|
Active,
|
||
|
LockedIn,
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Describes one of the players in the lobby, and their current character-select status.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Putting FixedString inside an INetworkSerializeByMemcpy struct is not recommended because it will lose the
|
||
|
/// bandwidth optimization provided by INetworkSerializable -- an empty FixedString128Bytes serialized normally
|
||
|
/// or through INetworkSerializable will use 4 bytes of bandwidth, but inside an INetworkSerializeByMemcpy, that
|
||
|
/// same empty value would consume 132 bytes of bandwidth.
|
||
|
/// </remarks>
|
||
|
public struct LobbyPlayerState : INetworkSerializable, IEquatable<LobbyPlayerState>
|
||
|
{
|
||
|
public ulong ClientId;
|
||
|
|
||
|
private FixedPlayerName m_PlayerName; // I'm sad there's no 256Bytes fixed list :(
|
||
|
|
||
|
public int PlayerNumber; // this player's assigned "P#". (0=P1, 1=P2, etc.)
|
||
|
public int SeatIdx; // the latest seat they were in. -1 means none
|
||
|
public float LastChangeTime;
|
||
|
|
||
|
public SeatState SeatState;
|
||
|
|
||
|
|
||
|
public LobbyPlayerState(ulong clientId, string name, int playerNumber, SeatState state, int seatIdx = -1, float lastChangeTime = 0)
|
||
|
{
|
||
|
ClientId = clientId;
|
||
|
PlayerNumber = playerNumber;
|
||
|
SeatState = state;
|
||
|
SeatIdx = seatIdx;
|
||
|
LastChangeTime = lastChangeTime;
|
||
|
m_PlayerName = new FixedPlayerName();
|
||
|
|
||
|
PlayerName = name;
|
||
|
}
|
||
|
|
||
|
public string PlayerName
|
||
|
{
|
||
|
get => m_PlayerName;
|
||
|
private set => m_PlayerName = value;
|
||
|
}
|
||
|
|
||
|
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
|
||
|
{
|
||
|
serializer.SerializeValue(ref ClientId);
|
||
|
serializer.SerializeValue(ref m_PlayerName);
|
||
|
serializer.SerializeValue(ref PlayerNumber);
|
||
|
serializer.SerializeValue(ref SeatState);
|
||
|
serializer.SerializeValue(ref SeatIdx);
|
||
|
serializer.SerializeValue(ref LastChangeTime);
|
||
|
}
|
||
|
|
||
|
public bool Equals(LobbyPlayerState other)
|
||
|
{
|
||
|
return ClientId == other.ClientId &&
|
||
|
m_PlayerName.Equals(other.m_PlayerName) &&
|
||
|
PlayerNumber == other.PlayerNumber &&
|
||
|
SeatIdx == other.SeatIdx &&
|
||
|
LastChangeTime.Equals(other.LastChangeTime) &&
|
||
|
SeatState == other.SeatState;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private NetworkList<LobbyPlayerState> m_LobbyPlayers;
|
||
|
|
||
|
public Avatar[] AvatarConfiguration;
|
||
|
|
||
|
private void Awake()
|
||
|
{
|
||
|
m_LobbyPlayers = new NetworkList<LobbyPlayerState>();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Current state of all players in the lobby.
|
||
|
/// </summary>
|
||
|
public NetworkList<LobbyPlayerState> LobbyPlayers => m_LobbyPlayers;
|
||
|
|
||
|
/// <summary>
|
||
|
/// When this becomes true, the lobby is closed and in process of terminating (switching to gameplay).
|
||
|
/// </summary>
|
||
|
public NetworkVariable<bool> IsLobbyClosed { get; } = new NetworkVariable<bool>(false);
|
||
|
|
||
|
/// <summary>
|
||
|
/// Server notification when a client requests a different lobby-seat, or locks in their seat choice
|
||
|
/// </summary>
|
||
|
public event Action<ulong, int, bool> OnClientChangedSeat;
|
||
|
|
||
|
/// <summary>
|
||
|
/// RPC to notify the server that a client has chosen a seat.
|
||
|
/// </summary>
|
||
|
[Rpc(SendTo.Server, RequireOwnership = false)]
|
||
|
public void ServerChangeSeatRpc(ulong clientId, int seatIdx, bool lockedIn)
|
||
|
{
|
||
|
OnClientChangedSeat?.Invoke(clientId, seatIdx, lockedIn);
|
||
|
}
|
||
|
}
|
||
|
}
|