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448 lines
18 KiB
C#
448 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.BossRoom.Gameplay.UI;
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using TMPro;
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using Unity.BossRoom.ConnectionManagement;
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using Unity.Multiplayer.Samples.Utilities;
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using Unity.Netcode;
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using UnityEngine;
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using VContainer;
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using Avatar = Unity.BossRoom.Gameplay.Configuration.Avatar;
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namespace Unity.BossRoom.Gameplay.GameState
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{
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/// <summary>
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/// Client specialization of the Character Select game state. Mainly controls the UI during character-select.
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/// </summary>
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[RequireComponent(typeof(NetcodeHooks))]
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public class ClientCharSelectState : GameStateBehaviour
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{
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/// <summary>
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/// Reference to the scene's state object so that UI can access state
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/// </summary>
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public static ClientCharSelectState Instance { get; private set; }
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[SerializeField]
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NetcodeHooks m_NetcodeHooks;
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public override GameState ActiveState { get { return GameState.CharSelect; } }
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[SerializeField]
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NetworkCharSelection m_NetworkCharSelection;
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[SerializeField]
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[Tooltip("This is triggered when the player chooses a character")]
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string m_AnimationTriggerOnCharSelect = "BeginRevive";
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[SerializeField]
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[Tooltip("This is triggered when the player presses the \"Ready\" button")]
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string m_AnimationTriggerOnCharChosen = "BeginRevive";
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[Header("Lobby Seats")]
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[SerializeField]
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[Tooltip("Collection of 8 portrait-boxes, one for each potential lobby member")]
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List<UICharSelectPlayerSeat> m_PlayerSeats;
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[System.Serializable]
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public class ColorAndIndicator
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{
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public Sprite Indicator;
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public Color Color;
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}
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[Tooltip("Representational information for each player")]
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public ColorAndIndicator[] m_IdentifiersForEachPlayerNumber;
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[SerializeField]
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[Tooltip("Text element containing player count which updates as players connect")]
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TextMeshProUGUI m_NumPlayersText;
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[SerializeField]
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[Tooltip("Text element for the Ready button")]
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TextMeshProUGUI m_ReadyButtonText;
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[Header("UI Elements for different lobby modes")]
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[SerializeField]
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[Tooltip("UI elements to turn on when the player hasn't chosen their seat yet. Turned off otherwise!")]
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List<GameObject> m_UIElementsForNoSeatChosen;
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[SerializeField]
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[Tooltip("UI elements to turn on when the player has locked in their seat choice (and is now waiting for other players to do the same). Turned off otherwise!")]
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List<GameObject> m_UIElementsForSeatChosen;
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[SerializeField]
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[Tooltip("UI elements to turn on when the lobby is closed (and game is about to start). Turned off otherwise!")]
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List<GameObject> m_UIElementsForLobbyEnding;
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[SerializeField]
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[Tooltip("UI elements to turn on when there's been a fatal error (and the client cannot proceed). Turned off otherwise!")]
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List<GameObject> m_UIElementsForFatalError;
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[Header("Misc")]
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[SerializeField]
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[Tooltip("The controller for the class-info box")]
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UICharSelectClassInfoBox m_ClassInfoBox;
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[SerializeField]
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Transform m_CharacterGraphicsParent;
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int m_LastSeatSelected = -1;
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bool m_HasLocalPlayerLockedIn = false;
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GameObject m_CurrentCharacterGraphics;
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Animator m_CurrentCharacterGraphicsAnimator;
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Dictionary<Guid, GameObject> m_SpawnedCharacterGraphics = new Dictionary<Guid, GameObject>();
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/// <summary>
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/// Conceptual modes or stages that the lobby can be in. We don't actually
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/// bother to keep track of what LobbyMode we're in at any given time; it's just
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/// an abstraction that makes it easier to configure which UI elements should
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/// be enabled/disabled in each stage of the lobby.
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/// </summary>
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enum LobbyMode
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{
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ChooseSeat, // "Choose your seat!" stage
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SeatChosen, // "Waiting for other players!" stage
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LobbyEnding, // "Get ready! Game is starting!" stage
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FatalError, // "Fatal Error" stage
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}
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Dictionary<LobbyMode, List<GameObject>> m_LobbyUIElementsByMode;
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[Inject]
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ConnectionManager m_ConnectionManager;
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protected override void Awake()
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{
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base.Awake();
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Instance = this;
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m_NetcodeHooks.OnNetworkSpawnHook += OnNetworkSpawn;
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m_NetcodeHooks.OnNetworkDespawnHook += OnNetworkDespawn;
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m_LobbyUIElementsByMode = new Dictionary<LobbyMode, List<GameObject>>()
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{
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{ LobbyMode.ChooseSeat, m_UIElementsForNoSeatChosen },
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{ LobbyMode.SeatChosen, m_UIElementsForSeatChosen },
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{ LobbyMode.LobbyEnding, m_UIElementsForLobbyEnding },
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{ LobbyMode.FatalError, m_UIElementsForFatalError },
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};
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}
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protected override void OnDestroy()
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{
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if (Instance == this)
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{
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Instance = null;
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}
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base.OnDestroy();
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}
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protected override void Start()
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{
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base.Start();
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for (int i = 0; i < m_PlayerSeats.Count; ++i)
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{
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m_PlayerSeats[i].Initialize(i);
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}
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ConfigureUIForLobbyMode(LobbyMode.ChooseSeat);
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UpdateCharacterSelection(NetworkCharSelection.SeatState.Inactive);
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}
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void OnNetworkDespawn()
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{
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if (m_NetworkCharSelection)
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{
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m_NetworkCharSelection.IsLobbyClosed.OnValueChanged -= OnLobbyClosedChanged;
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m_NetworkCharSelection.LobbyPlayers.OnListChanged -= OnLobbyPlayerStateChanged;
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}
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}
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void OnNetworkSpawn()
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{
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if (!NetworkManager.Singleton.IsClient)
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{
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enabled = false;
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}
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else
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{
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m_NetworkCharSelection.IsLobbyClosed.OnValueChanged += OnLobbyClosedChanged;
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m_NetworkCharSelection.LobbyPlayers.OnListChanged += OnLobbyPlayerStateChanged;
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}
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}
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/// <summary>
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/// Called when our PlayerNumber (e.g. P1, P2, etc.) has been assigned by the server
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/// </summary>
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/// <param name="playerNum"></param>
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void OnAssignedPlayerNumber(int playerNum)
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{
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m_ClassInfoBox.OnSetPlayerNumber(playerNum);
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}
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void UpdatePlayerCount()
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{
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int count = m_NetworkCharSelection.LobbyPlayers.Count;
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var pstr = (count > 1) ? "players" : "player";
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m_NumPlayersText.text = "<b>" + count + "</b> " + pstr + " connected";
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}
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/// <summary>
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/// Called by the server when any of the seats in the lobby have changed. (Including ours!)
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/// </summary>
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void OnLobbyPlayerStateChanged(NetworkListEvent<NetworkCharSelection.LobbyPlayerState> changeEvent)
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{
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UpdateSeats();
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UpdatePlayerCount();
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// now let's find our local player in the list and update the character/info box appropriately
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int localPlayerIdx = -1;
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for (int i = 0; i < m_NetworkCharSelection.LobbyPlayers.Count; ++i)
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{
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if (m_NetworkCharSelection.LobbyPlayers[i].ClientId == NetworkManager.Singleton.LocalClientId)
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{
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localPlayerIdx = i;
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break;
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}
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}
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if (localPlayerIdx == -1)
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{
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// we aren't currently participating in the lobby!
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// this can happen for various reasons, such as the lobby being full and us not getting a seat.
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UpdateCharacterSelection(NetworkCharSelection.SeatState.Inactive);
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}
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else if (m_NetworkCharSelection.LobbyPlayers[localPlayerIdx].SeatState == NetworkCharSelection.SeatState.Inactive)
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{
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// we haven't chosen a seat yet (or were kicked out of our seat by someone else)
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UpdateCharacterSelection(NetworkCharSelection.SeatState.Inactive);
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// make sure our player num is properly set in Lobby UI
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OnAssignedPlayerNumber(m_NetworkCharSelection.LobbyPlayers[localPlayerIdx].PlayerNumber);
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}
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else
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{
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// we have a seat! Note that if our seat is LockedIn, this function will also switch the lobby mode
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UpdateCharacterSelection(m_NetworkCharSelection.LobbyPlayers[localPlayerIdx].SeatState, m_NetworkCharSelection.LobbyPlayers[localPlayerIdx].SeatIdx);
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}
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}
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/// <summary>
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/// Internal utility that sets the character-graphics and class-info box based on
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/// our chosen seat. It also triggers a LobbyMode change when it notices that our seat-state
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/// is LockedIn.
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/// </summary>
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/// <param name="state">Our current seat state</param>
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/// <param name="seatIdx">Which seat we're sitting in, or -1 if SeatState is Inactive</param>
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void UpdateCharacterSelection(NetworkCharSelection.SeatState state, int seatIdx = -1)
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{
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bool isNewSeat = m_LastSeatSelected != seatIdx;
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m_LastSeatSelected = seatIdx;
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if (state == NetworkCharSelection.SeatState.Inactive)
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{
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if (m_CurrentCharacterGraphics)
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{
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m_CurrentCharacterGraphics.SetActive(false);
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}
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m_ClassInfoBox.ConfigureForNoSelection();
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}
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else
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{
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if (seatIdx != -1)
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{
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// change character preview when selecting a new seat
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if (isNewSeat)
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{
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var selectedCharacterGraphics = GetCharacterGraphics(m_NetworkCharSelection.AvatarConfiguration[seatIdx]);
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if (m_CurrentCharacterGraphics)
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{
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m_CurrentCharacterGraphics.SetActive(false);
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}
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selectedCharacterGraphics.SetActive(true);
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m_CurrentCharacterGraphics = selectedCharacterGraphics;
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m_CurrentCharacterGraphicsAnimator = m_CurrentCharacterGraphics.GetComponent<Animator>();
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m_ClassInfoBox.ConfigureForClass(m_NetworkCharSelection.AvatarConfiguration[seatIdx].CharacterClass);
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}
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}
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if (state == NetworkCharSelection.SeatState.LockedIn && !m_HasLocalPlayerLockedIn)
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{
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// the local player has locked in their seat choice! Rearrange the UI appropriately
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// the character should act excited
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m_CurrentCharacterGraphicsAnimator.SetTrigger(m_AnimationTriggerOnCharChosen);
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ConfigureUIForLobbyMode(m_NetworkCharSelection.IsLobbyClosed.Value ? LobbyMode.LobbyEnding : LobbyMode.SeatChosen);
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m_HasLocalPlayerLockedIn = true;
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}
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else if (m_HasLocalPlayerLockedIn && state == NetworkCharSelection.SeatState.Active)
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{
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// reset character seats if locked in choice was unselected
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if (m_HasLocalPlayerLockedIn)
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{
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ConfigureUIForLobbyMode(LobbyMode.ChooseSeat);
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m_ClassInfoBox.SetLockedIn(false);
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m_HasLocalPlayerLockedIn = false;
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}
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}
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else if (state == NetworkCharSelection.SeatState.Active && isNewSeat)
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{
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m_CurrentCharacterGraphicsAnimator.SetTrigger(m_AnimationTriggerOnCharSelect);
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}
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}
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}
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/// <summary>
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/// Internal utility that sets the graphics for the eight lobby-seats (based on their current networked state)
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/// </summary>
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void UpdateSeats()
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{
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// Players can hop between seats -- and can even SHARE seats -- while they're choosing a class.
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// Once they have chosen their class (by "locking in" their seat), other players in that seat are kicked out.
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// But until a seat is locked in, we need to display each seat as being used by the latest player to choose it.
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// So we go through all players and figure out who should visually be shown as sitting in that seat.
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NetworkCharSelection.LobbyPlayerState[] curSeats = new NetworkCharSelection.LobbyPlayerState[m_PlayerSeats.Count];
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foreach (NetworkCharSelection.LobbyPlayerState playerState in m_NetworkCharSelection.LobbyPlayers)
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{
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if (playerState.SeatIdx == -1 || playerState.SeatState == NetworkCharSelection.SeatState.Inactive)
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continue; // this player isn't seated at all!
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if (curSeats[playerState.SeatIdx].SeatState == NetworkCharSelection.SeatState.Inactive
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|| (curSeats[playerState.SeatIdx].SeatState == NetworkCharSelection.SeatState.Active && curSeats[playerState.SeatIdx].LastChangeTime < playerState.LastChangeTime))
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{
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// this is the best candidate to be displayed in this seat (so far)
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curSeats[playerState.SeatIdx] = playerState;
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}
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}
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// now actually update the seats in the UI
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for (int i = 0; i < m_PlayerSeats.Count; ++i)
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{
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m_PlayerSeats[i].SetState(curSeats[i].SeatState, curSeats[i].PlayerNumber, curSeats[i].PlayerName);
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}
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}
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/// <summary>
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/// Called by the server when the lobby closes (because all players are seated and locked in)
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/// </summary>
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void OnLobbyClosedChanged(bool wasLobbyClosed, bool isLobbyClosed)
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{
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if (isLobbyClosed)
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{
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ConfigureUIForLobbyMode(LobbyMode.LobbyEnding);
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}
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else
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{
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if (m_LastSeatSelected == -1)
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{
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ConfigureUIForLobbyMode(LobbyMode.ChooseSeat);
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}
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else
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{
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ConfigureUIForLobbyMode(LobbyMode.SeatChosen);
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m_ClassInfoBox.ConfigureForClass(m_NetworkCharSelection.AvatarConfiguration[m_LastSeatSelected].CharacterClass);
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}
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}
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}
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/// <summary>
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/// Turns on the UI elements for a specified "lobby mode", and turns off UI elements for all other modes.
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/// It can also disable/enable the lobby seats and the "Ready" button if they are inappropriate for the
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/// given mode.
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/// </summary>
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void ConfigureUIForLobbyMode(LobbyMode mode)
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{
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// first the easy bit: turn off all the inappropriate ui elements, and turn the appropriate ones on!
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foreach (var list in m_LobbyUIElementsByMode.Values)
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{
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foreach (var uiElement in list)
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{
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uiElement.SetActive(false);
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}
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}
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foreach (var uiElement in m_LobbyUIElementsByMode[mode])
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{
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uiElement.SetActive(true);
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}
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// that finishes the easy bit. Next, each lobby mode might also need to configure the lobby seats and class-info box.
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bool isSeatsDisabledInThisMode = false;
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switch (mode)
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{
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case LobbyMode.ChooseSeat:
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if (m_LastSeatSelected == -1)
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{
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if (m_CurrentCharacterGraphics)
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{
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m_CurrentCharacterGraphics.gameObject.SetActive(false);
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}
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m_ClassInfoBox.ConfigureForNoSelection();
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}
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m_ReadyButtonText.text = "READY!";
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break;
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case LobbyMode.SeatChosen:
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isSeatsDisabledInThisMode = true;
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m_ClassInfoBox.SetLockedIn(true);
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m_ReadyButtonText.text = "UNREADY";
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break;
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case LobbyMode.FatalError:
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isSeatsDisabledInThisMode = true;
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m_ClassInfoBox.ConfigureForNoSelection();
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break;
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case LobbyMode.LobbyEnding:
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isSeatsDisabledInThisMode = true;
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m_ClassInfoBox.ConfigureForNoSelection();
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break;
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}
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// go through all our seats and enable or disable buttons
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foreach (var seat in m_PlayerSeats)
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{
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// disable interaction if seat is already locked or all seats disabled
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seat.SetDisableInteraction(seat.IsLocked() || isSeatsDisabledInThisMode);
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}
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}
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/// <summary>
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/// Called directly by UI elements!
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/// </summary>
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/// <param name="seatIdx"></param>
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public void OnPlayerClickedSeat(int seatIdx)
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{
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if (m_NetworkCharSelection.IsSpawned)
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{
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m_NetworkCharSelection.ServerChangeSeatRpc(NetworkManager.Singleton.LocalClientId, seatIdx, false);
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}
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}
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/// <summary>
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/// Called directly by UI elements!
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/// </summary>
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public void OnPlayerClickedReady()
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{
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if (m_NetworkCharSelection.IsSpawned)
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{
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// request to lock in or unlock if already locked in
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m_NetworkCharSelection.ServerChangeSeatRpc(NetworkManager.Singleton.LocalClientId, m_LastSeatSelected, !m_HasLocalPlayerLockedIn);
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}
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}
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GameObject GetCharacterGraphics(Avatar avatar)
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{
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if (!m_SpawnedCharacterGraphics.TryGetValue(avatar.Guid, out GameObject characterGraphics))
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{
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characterGraphics = Instantiate(avatar.GraphicsCharacterSelect, m_CharacterGraphicsParent);
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m_SpawnedCharacterGraphics.Add(avatar.Guid, characterGraphics);
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}
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return characterGraphics;
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}
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}
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}
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