using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; using TMPro; public class LobbySetup : MonoBehaviour { public static LobbySetup Instance { get; private set; } public Transform readyCheck1, readyCheck2; public Image readyImage1, readyImage2; public TextMeshProUGUI readyStatus; [Header("Messages")] public string waitingKey; public int dotMax = 3; public float dotDuration = 1f; private void Awake() { Instance = this; } public void Setup(){ PlayerProperties.CreatePlayerHashtable(); } // Update is called once per frame void Update() { var delta = Time.deltaTime * 180f; if (NetworkManager.inRoom && GameTransition.Instance.state == GameState.Lobby){ // we setting player values by their id order var players = NetworkManager.net.CurrentRoom.Players.Values.OrderBy(p => p.ID); var p1 = players.ElementAtOrDefault(0); var p2 = players.ElementAtOrDefault(1); // displays if (p1 != null){ if (p1.IsLocal){ PlayerProperties.playerCharacter.SetLocal(0); GameBoardInstance.instance.player1.authorityID = p1.ID; } var pready = PlayerProperties.lobbyStatus.Get(p1); readyCheck1.localRotation = Quaternion.RotateTowards(readyCheck1.localRotation, pready ? Quaternion.identity : Quaternion.Euler(0f, 0f, 45f), delta); readyImage1.color = pready ? Color.green : Color.red; } // displays if (p2 != null){ readyCheck2.gameObject.SetActive(true); if (p2.IsLocal) { PlayerProperties.playerCharacter.SetLocal(1); GameBoardInstance.instance.player2.authorityID = p2.ID; } var pready = PlayerProperties.lobbyStatus.Get(p1); readyCheck2.localRotation = Quaternion.RotateTowards(readyCheck1.localRotation, pready ? Quaternion.identity : Quaternion.Euler(0f, 0f, 45f), delta); readyImage2.color = pready ? Color.green : Color.red; } else { GameBoardInstance.instance.player2.authorityID = -1; readyCheck2.gameObject.SetActive(false); } readyStatus.text = Localization.GetString(waitingKey) + new string('.', Mathf.RoundToInt(Time.time / dotDuration) % dotMax); if (PlayerProperties.GetAllLobbyStatus()){ GameBoardInstance.instance.SetupGame(); } } } }