125 lines
3.2 KiB
C#
125 lines
3.2 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.SceneManagement;
|
|
|
|
using ExitGames.Client.Photon;
|
|
using ExitGames.Client.Photon.LoadBalancing;
|
|
|
|
using Player = ExitGames.Client.Photon.LoadBalancing.Player;
|
|
using Hashtable = ExitGames.Client.Photon.Hashtable;
|
|
|
|
public class RoomPropertyEntry<T>{
|
|
/// <summary>
|
|
/// Unique key for <see cref="Room.CustomProperties"/>.
|
|
/// </summary>
|
|
public readonly string id;
|
|
|
|
/// <summary>
|
|
/// Make sure <paramref name="id"/> is unique.
|
|
/// </summary>
|
|
/// <param name="id"></param>
|
|
public RoomPropertyEntry(string id){
|
|
this.id = id;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets <paramref name="value"/> for the room.
|
|
/// Performs a <see cref="NetworkManager.isMaster"/> check if <paramref name="masterOnly"/> is true.
|
|
/// </summary>
|
|
/// <param name="value"></param>
|
|
/// <param name="masterOnly"></param>
|
|
public void Set(T value, bool masterOnly = true){
|
|
if (masterOnly && !NetworkManager.isMaster) return;
|
|
|
|
var h = new Hashtable();
|
|
h.Add(id, value);
|
|
RoomProperties.UpdateRoomHashtable(h);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets value from room.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public T Get(){
|
|
var prop = RoomProperties.GetRoomHashtable();
|
|
return (T)prop[id];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets <paramref name="hashtable"/> with (<see cref="id"/>, <paramref name="value"/>).
|
|
/// </summary>
|
|
/// <param name="hashtable"></param>
|
|
/// <param name="value"></param>
|
|
public void Initialize(Hashtable hashtable, T value){
|
|
hashtable.Add(id, value);
|
|
}
|
|
|
|
}
|
|
|
|
public static class RoomProperties {
|
|
|
|
private static Hashtable _localRoomProperties = new Hashtable();
|
|
|
|
public static RoomPropertyEntry<int> level = new RoomPropertyEntry<int>("l");
|
|
|
|
/// <summary>
|
|
/// Initalizes all custom properties of the room.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public static Hashtable CreateRoomHashtable(){
|
|
_localRoomProperties.Clear();
|
|
|
|
//level.Initialize(_localRoomProperties, Menu.loadedStageIndex);
|
|
|
|
return _localRoomProperties;
|
|
}
|
|
|
|
public static Hashtable GetRoomHashtable(){
|
|
var room = NetworkManager.net != null ? NetworkManager.net.CurrentRoom : null;
|
|
if (room != null) {
|
|
_localRoomProperties = room.CustomProperties;
|
|
}
|
|
return _localRoomProperties;
|
|
}
|
|
|
|
public static void UpdateRoomHashtable(Hashtable propertiesToSet){
|
|
_localRoomProperties.SetHashtable(propertiesToSet);
|
|
var room = NetworkManager.net != null ? NetworkManager.net.CurrentRoom : null;
|
|
if (room != null){
|
|
room.SetCustomProperties(propertiesToSet);
|
|
}
|
|
}
|
|
|
|
public static void LoadRoomHashtable(){
|
|
|
|
// Put anything here
|
|
|
|
/*
|
|
// load scene before doing anything else
|
|
|
|
var roomscene = sceneLoaded.Get();
|
|
|
|
for(var i = 0; i < SceneManager.sceneCount; i++){
|
|
var scene = SceneManager.GetSceneAt(i);
|
|
if (roomscene == scene.name) {
|
|
Debug.Log("Current room scene loaded");
|
|
goto LoadRoomProperties;
|
|
}
|
|
}
|
|
|
|
// The room scene we need loaded isn't loaded
|
|
// Force load it
|
|
Debug.Log("Loading room scene");
|
|
SceneManager.LoadScene(roomscene);
|
|
return;
|
|
|
|
// We have the current room loaded. Load other properties if needed
|
|
LoadRoomProperties:
|
|
|
|
return;
|
|
*/
|
|
}
|
|
|
|
}
|