Added Swap Confirmation UI Panel

dev-hazim
Hazim Bin Ijaz 1 day ago
parent 7b825ef1b3
commit e6ff740f0e

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@ -1,4 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using Unity.BossRoom.ConnectionManagement;
using Unity.BossRoom.Gameplay.Actions;
using Unity.BossRoom.Gameplay.Configuration;
@ -151,17 +152,65 @@ namespace Unity.BossRoom.Gameplay.GameplayObjects.Character
NetHealthState = GetComponent<NetworkHealthState>();
m_State = GetComponent<NetworkAvatarGuidState>();
}
[Rpc(SendTo.Everyone)]
private void ShowSwapConfirmationPanelClientRpc()
{
if (NetworkManager.Singleton.LocalClientId == OwnerClientId)
{
// Show the confirmation panel for the specific player
var panel = FindObjectOfType<SwapConfirmationPanel>();
if (panel != null)
{
panel.ShowPanel(this); // Pass the current ServerCharacter reference
}
else
{
Debug.LogError("SwapConfirmationPanel not found in the scene!");
}
}
}
[Rpc(SendTo.Server, RequireOwnership = false)]
public void NotifySwapRequestRpc(ulong initiatingPlayerId)
{
PendingSwapRequest = initiatingPlayerId;
Debug.Log($"Swap request received from Player {initiatingPlayerId}. Press 'L' to confirm.");
// Notify all clients except the server, filtered by target
ShowSwapConfirmationPanelClientRpc();
Debug.Log($"Swap request received from Player {initiatingPlayerId}. Waiting for confirmation.");
}
[Rpc(SendTo.Server, RequireOwnership = false)]
public void NotifySwapConfirmedRpc(ulong targetPlayerId)
public void NotifySwapDecisionRpc(bool isAccepted)
{
Debug.Log($"Swap request confirmed by Player {targetPlayerId}.");
if (!PendingSwapRequest.HasValue) return;
ulong initiatingPlayerId = PendingSwapRequest.Value;
if (isAccepted)
{
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(initiatingPlayerId, out var initiatingPlayerObj) &&
initiatingPlayerObj.TryGetComponent(out ServerCharacter initiatingPlayer))
{
Vector3 initiatingPlayerPosition = initiatingPlayer.physicsWrapper.Transform.position;
Vector3 targetPlayerPosition = this.physicsWrapper.Transform.position;
// Execute the swap
initiatingPlayer.ServerSendCharacterInputRpc(targetPlayerPosition);
this.ServerSendCharacterInputRpc(initiatingPlayerPosition);
Debug.Log($"Swap confirmed: {initiatingPlayer.name} swapped with {this.name}.");
}
}
else
{
Debug.Log($"Swap request denied by {this.name}.");
}
// Clear pending request
PendingSwapRequest = null;
}

@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.UI;
public class SwapConfirmationPanel : MonoBehaviour
{
[SerializeField] private GameObject confirmationPanel;
private ServerCharacter associatedCharacter; // Reference to the correct ServerCharacter instance
public void ShowPanel(ServerCharacter character)
{
associatedCharacter = character; // Set the associated character
confirmationPanel.SetActive(true);
}
public void OnAcceptButtonPressed()
{
SendDecisionToServer(true);
}
public void OnDeclineButtonPressed()
{
SendDecisionToServer(false);
}
private void SendDecisionToServer(bool isAccepted)
{
if (associatedCharacter != null)
{
associatedCharacter.NotifySwapDecisionRpc(isAccepted);
}
else
{
Debug.LogError("No associated ServerCharacter found for this swap decision!");
}
confirmationPanel.SetActive(false);
}
}

@ -0,0 +1,11 @@
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@ -514,41 +514,6 @@ namespace Unity.BossRoom.Gameplay.UserInput
{
RequestAction(GameDataSource.Instance.Emote4ActionPrototype.ActionID, SkillTriggerStyle.Keyboard);
}
if (Input.GetKeyDown(KeyCode.L)) // Press L to confirm the swap
{
if (m_ServerCharacter.PendingSwapRequest.HasValue)
{
ulong initiatingPlayerId = m_ServerCharacter.PendingSwapRequest.Value;
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(initiatingPlayerId, out var initiatingPlayerObject) &&
initiatingPlayerObject.TryGetComponent(out ServerCharacter initiatingPlayer))
{
// Store positions of both players
Vector3 initiatingPlayerPosition = initiatingPlayer.physicsWrapper.Transform.position;
Vector3 targetPlayerPosition = m_ServerCharacter.physicsWrapper.Transform.position;
// Execute the swap
initiatingPlayer.ServerSendCharacterInputRpc(targetPlayerPosition);
m_ServerCharacter.ServerSendCharacterInputRpc(initiatingPlayerPosition);
Debug.Log($"Swap confirmed: {initiatingPlayer.name} swapped with {m_ServerCharacter.name}.");
// Clear the pending request
m_ServerCharacter.PendingSwapRequest = null;
// Notify initiating player about confirmation (optional for UI feedback)
initiatingPlayer.NotifySwapConfirmedRpc(m_ServerCharacter.NetworkObjectId);
}
else
{
Debug.LogError("Swap confirmation failed: Initiating player not found.");
}
}
else
{
Debug.Log("No pending swap request to confirm.");
}
}
if (!EventSystem.current.IsPointerOverGameObject() && m_CurrentSkillInput == null)
{
@ -560,7 +525,7 @@ namespace Unity.BossRoom.Gameplay.UserInput
RequestAction(CharacterClass.Skill1.ActionID, SkillTriggerStyle.MouseClick);
}
if (Input.GetMouseButtonDown(0)) // Left-click triggers the SwapAction request
if (Input.GetMouseButtonDown(0)) // Left-click to request swap
{
var ray = m_MainCamera.ScreenPointToRay(UnityEngine.Input.mousePosition);
int hits = Physics.RaycastNonAlloc(ray, k_CachedHit, k_MouseInputRaycastDistance, m_ActionLayerMask);
@ -572,22 +537,22 @@ namespace Unity.BossRoom.Gameplay.UserInput
if (k_CachedHit[i].transform.TryGetComponent(out NetworkObject targetNetObj) &&
targetNetObj != m_ServerCharacter.NetworkObject)
{
// Retrieve the target character
// Check if the target is a valid ServerCharacter
if (!targetNetObj.TryGetComponent(out ServerCharacter targetCharacter))
{
Debug.LogError("SwapAction failed: Target is not a valid ServerCharacter!");
return;
}
// Notify the target player (send confirmation request)
// Notify the target player about the swap request
targetCharacter.NotifySwapRequestRpc(m_ServerCharacter.NetworkObjectId);
Debug.Log($"SwapAction requested: Waiting for {targetCharacter.name} to confirm.");
Debug.Log($"Swap request sent to {targetCharacter.name}.");
return; // Exit loop after sending the request
}
}
}
}
else if(Input.GetMouseButtonDown(0))
{

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