Pun-01/Assets/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunTeams.cs

156 lines
6.1 KiB
C#
Raw Permalink Normal View History

2022-07-08 09:14:55 +08:00
// --------------------------------------------------------------------------------------------------------------------
// <copyright file="PunTeams.cs" company="Exit Games GmbH">
// Part of: Photon Unity Utilities,
// </copyright>
// <summary>
// Implements teams in a room/game with help of player properties. Access them by Player.GetTeam extension.
// </summary>
// <remarks>
// Teams are defined by enum Team. Change this to get more / different teams.
// There are no rules when / if you can join a team. You could add this in JoinTeam or something.
// </remarks>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
using ExitGames.Client.Photon;
using Hashtable = ExitGames.Client.Photon.Hashtable;
namespace Photon.Pun.UtilityScripts
{
/// <summary>
/// Implements teams in a room/game with help of player properties. Access them by Player.GetTeam extension.
/// </summary>
/// <remarks>
/// Teams are defined by enum Team. Change this to get more / different teams.
/// There are no rules when / if you can join a team. You could add this in JoinTeam or something.
/// </remarks>
[Obsolete("do not use this or add it to the scene. use PhotonTeamsManager instead")]
public class PunTeams : MonoBehaviourPunCallbacks
{
/// <summary>Enum defining the teams available. First team should be neutral (it's the default value any field of this enum gets).</summary>
[Obsolete("use custom PhotonTeam instead")]
public enum Team : byte { none, red, blue };
/// <summary>The main list of teams with their player-lists. Automatically kept up to date.</summary>
/// <remarks>Note that this is static. Can be accessed by PunTeam.PlayersPerTeam. You should not modify this.</remarks>
[Obsolete("use PhotonTeamsManager.Instance.TryGetTeamMembers instead")]
public static Dictionary<Team, List<Player>> PlayersPerTeam;
/// <summary>Defines the player custom property name to use for team affinity of "this" player.</summary>
[Obsolete("do not use this. PhotonTeamsManager.TeamPlayerProp is used internally instead.")]
public const string TeamPlayerProp = "team";
#region Events by Unity and Photon
public void Start()
{
PlayersPerTeam = new Dictionary<Team, List<Player>>();
Array enumVals = Enum.GetValues(typeof(Team));
foreach (var enumVal in enumVals)
{
PlayersPerTeam[(Team)enumVal] = new List<Player>();
}
}
public override void OnDisable()
{
base.OnDisable();
this.Start();
}
/// <summary>Needed to update the team lists when joining a room.</summary>
/// <remarks>Called by PUN. See enum MonoBehaviourPunCallbacks for an explanation.</remarks>
public override void OnJoinedRoom()
{
this.UpdateTeams();
}
public override void OnLeftRoom()
{
Start();
}
/// <summary>Refreshes the team lists. It could be a non-team related property change, too.</summary>
/// <remarks>Called by PUN. See enum MonoBehaviourPunCallbacks for an explanation.</remarks>
public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
{
this.UpdateTeams();
}
public override void OnPlayerLeftRoom(Player otherPlayer)
{
this.UpdateTeams();
}
public override void OnPlayerEnteredRoom(Player newPlayer)
{
this.UpdateTeams();
}
#endregion
[Obsolete("do not call this.")]
public void UpdateTeams()
{
Array enumVals = Enum.GetValues(typeof(Team));
foreach (var enumVal in enumVals)
{
PlayersPerTeam[(Team)enumVal].Clear();
}
for (int i = 0; i < PhotonNetwork.PlayerList.Length; i++)
{
Player player = PhotonNetwork.PlayerList[i];
Team playerTeam = player.GetTeam();
PlayersPerTeam[playerTeam].Add(player);
}
}
}
/// <summary>Extension used for PunTeams and Player class. Wraps access to the player's custom property.</summary>
public static class TeamExtensions
{
/// <summary>Extension for Player class to wrap up access to the player's custom property.</summary>
/// <returns>PunTeam.Team.none if no team was found (yet).</returns>
[Obsolete("Use player.GetPhotonTeam")]
public static PunTeams.Team GetTeam(this Player player)
{
object teamId;
if (player.CustomProperties.TryGetValue(PunTeams.TeamPlayerProp, out teamId))
{
return (PunTeams.Team)teamId;
}
return PunTeams.Team.none;
}
/// <summary>Switch that player's team to the one you assign.</summary>
/// <remarks>Internally checks if this player is in that team already or not. Only team switches are actually sent.</remarks>
/// <param name="player"></param>
/// <param name="team"></param>
[Obsolete("Use player.JoinTeam")]
public static void SetTeam(this Player player, PunTeams.Team team)
{
if (!PhotonNetwork.IsConnectedAndReady)
{
Debug.LogWarning("JoinTeam was called in state: " + PhotonNetwork.NetworkClientState + ". Not IsConnectedAndReady.");
return;
}
PunTeams.Team currentTeam = player.GetTeam();
if (currentTeam != team)
{
player.SetCustomProperties(new Hashtable() { { PunTeams.TeamPlayerProp, (byte)team } });
}
}
}
}