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HighGroundRoyaleNetcode/Assets/Scripts/Gameplay/GameState/ServerPostGameState.cs

74 lines
1.9 KiB
C#

3 weeks ago
using System;
using Unity.BossRoom.ConnectionManagement;
using Unity.BossRoom.Gameplay.Actions;
using Unity.Multiplayer.Samples.BossRoom;
using Unity.Multiplayer.Samples.Utilities;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Serialization;
using VContainer;
namespace Unity.BossRoom.Gameplay.GameState
{
[RequireComponent(typeof(NetcodeHooks))]
public class ServerPostGameState : GameStateBehaviour
{
[SerializeField]
NetcodeHooks m_NetcodeHooks;
[FormerlySerializedAs("synchronizedStateData")]
[SerializeField]
NetworkPostGame networkPostGame;
public NetworkPostGame NetworkPostGame => networkPostGame;
public override GameState ActiveState { get { return GameState.PostGame; } }
[Inject]
ConnectionManager m_ConnectionManager;
[Inject]
PersistentGameState m_PersistentGameState;
protected override void Awake()
{
base.Awake();
m_NetcodeHooks.OnNetworkSpawnHook += OnNetworkSpawn;
}
void OnNetworkSpawn()
{
if (!NetworkManager.Singleton.IsServer)
{
enabled = false;
}
else
{
SessionManager<SessionPlayerData>.Instance.OnSessionEnded();
networkPostGame.WinState.Value = m_PersistentGameState.WinState;
}
}
protected override void OnDestroy()
{
//clear actions pool
ActionFactory.PurgePooledActions();
m_PersistentGameState.Reset();
base.OnDestroy();
m_NetcodeHooks.OnNetworkSpawnHook -= OnNetworkSpawn;
}
public void PlayAgain()
{
SceneLoaderWrapper.Instance.LoadScene("CharSelect", useNetworkSceneManager: true);
}
public void GoToMainMenu()
{
m_ConnectionManager.RequestShutdown();
}
}
}