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