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.
161 lines
5.0 KiB
C#
161 lines
5.0 KiB
C#
using System;
|
|
using Unity.BossRoom.Gameplay.Configuration;
|
|
using Unity.BossRoom.Gameplay.UI;
|
|
using Unity.BossRoom.UnityServices.Auth;
|
|
using Unity.BossRoom.UnityServices.Lobbies;
|
|
using Unity.BossRoom.Utils;
|
|
using Unity.Services.Authentication;
|
|
using Unity.Services.Core;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
using VContainer;
|
|
using VContainer.Unity;
|
|
|
|
namespace Unity.BossRoom.Gameplay.GameState
|
|
{
|
|
/// <summary>
|
|
/// Game Logic that runs when sitting at the MainMenu. This is likely to be "nothing", as no game has been started. But it is
|
|
/// nonetheless important to have a game state, as the GameStateBehaviour system requires that all scenes have states.
|
|
/// </summary>
|
|
/// <remarks> OnNetworkSpawn() won't ever run, because there is no network connection at the main menu screen.
|
|
/// Fortunately we know you are a client, because all players are clients when sitting at the main menu screen.
|
|
/// </remarks>
|
|
public class ClientMainMenuState : GameStateBehaviour
|
|
{
|
|
public override GameState ActiveState => GameState.MainMenu;
|
|
|
|
[SerializeField]
|
|
NameGenerationData m_NameGenerationData;
|
|
[SerializeField]
|
|
LobbyUIMediator m_LobbyUIMediator;
|
|
[SerializeField]
|
|
IPUIMediator m_IPUIMediator;
|
|
[SerializeField]
|
|
Button m_LobbyButton;
|
|
[SerializeField]
|
|
GameObject m_SignInSpinner;
|
|
[SerializeField]
|
|
UIProfileSelector m_UIProfileSelector;
|
|
[SerializeField]
|
|
UITooltipDetector m_UGSSetupTooltipDetector;
|
|
|
|
[Inject]
|
|
AuthenticationServiceFacade m_AuthServiceFacade;
|
|
[Inject]
|
|
LocalLobbyUser m_LocalUser;
|
|
[Inject]
|
|
LocalLobby m_LocalLobby;
|
|
[Inject]
|
|
ProfileManager m_ProfileManager;
|
|
|
|
protected override void Awake()
|
|
{
|
|
base.Awake();
|
|
|
|
m_LobbyButton.interactable = false;
|
|
m_LobbyUIMediator.Hide();
|
|
|
|
if (string.IsNullOrEmpty(Application.cloudProjectId))
|
|
{
|
|
OnSignInFailed();
|
|
return;
|
|
}
|
|
|
|
TrySignIn();
|
|
}
|
|
|
|
protected override void Configure(IContainerBuilder builder)
|
|
{
|
|
base.Configure(builder);
|
|
builder.RegisterComponent(m_NameGenerationData);
|
|
builder.RegisterComponent(m_LobbyUIMediator);
|
|
builder.RegisterComponent(m_IPUIMediator);
|
|
}
|
|
|
|
private async void TrySignIn()
|
|
{
|
|
try
|
|
{
|
|
var unityAuthenticationInitOptions =
|
|
m_AuthServiceFacade.GenerateAuthenticationOptions(m_ProfileManager.Profile);
|
|
|
|
await m_AuthServiceFacade.InitializeAndSignInAsync(unityAuthenticationInitOptions);
|
|
OnAuthSignIn();
|
|
m_ProfileManager.onProfileChanged += OnProfileChanged;
|
|
}
|
|
catch (Exception)
|
|
{
|
|
OnSignInFailed();
|
|
}
|
|
}
|
|
|
|
private void OnAuthSignIn()
|
|
{
|
|
m_LobbyButton.interactable = true;
|
|
m_UGSSetupTooltipDetector.enabled = false;
|
|
m_SignInSpinner.SetActive(false);
|
|
|
|
Debug.Log($"Signed in. Unity Player ID {AuthenticationService.Instance.PlayerId}");
|
|
|
|
m_LocalUser.ID = AuthenticationService.Instance.PlayerId;
|
|
|
|
// The local LobbyUser object will be hooked into UI before the LocalLobby is populated during lobby join, so the LocalLobby must know about it already when that happens.
|
|
m_LocalLobby.AddUser(m_LocalUser);
|
|
}
|
|
|
|
private void OnSignInFailed()
|
|
{
|
|
if (m_LobbyButton)
|
|
{
|
|
m_LobbyButton.interactable = false;
|
|
m_UGSSetupTooltipDetector.enabled = true;
|
|
}
|
|
|
|
if (m_SignInSpinner)
|
|
{
|
|
m_SignInSpinner.SetActive(false);
|
|
}
|
|
}
|
|
|
|
protected override void OnDestroy()
|
|
{
|
|
m_ProfileManager.onProfileChanged -= OnProfileChanged;
|
|
base.OnDestroy();
|
|
}
|
|
|
|
async void OnProfileChanged()
|
|
{
|
|
m_LobbyButton.interactable = false;
|
|
m_SignInSpinner.SetActive(true);
|
|
await m_AuthServiceFacade.SwitchProfileAndReSignInAsync(m_ProfileManager.Profile);
|
|
|
|
m_LobbyButton.interactable = true;
|
|
m_SignInSpinner.SetActive(false);
|
|
|
|
Debug.Log($"Signed in. Unity Player ID {AuthenticationService.Instance.PlayerId}");
|
|
|
|
// Updating LocalUser and LocalLobby
|
|
m_LocalLobby.RemoveUser(m_LocalUser);
|
|
m_LocalUser.ID = AuthenticationService.Instance.PlayerId;
|
|
m_LocalLobby.AddUser(m_LocalUser);
|
|
}
|
|
|
|
public void OnStartClicked()
|
|
{
|
|
m_LobbyUIMediator.ToggleJoinLobbyUI();
|
|
m_LobbyUIMediator.Show();
|
|
}
|
|
|
|
public void OnDirectIPClicked()
|
|
{
|
|
m_LobbyUIMediator.Hide();
|
|
m_IPUIMediator.Show();
|
|
}
|
|
|
|
public void OnChangeProfileClicked()
|
|
{
|
|
m_UIProfileSelector.Show();
|
|
}
|
|
}
|
|
}
|