Pun-01/Assets/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts/DemoHubManager.cs

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2022-07-08 09:14:55 +08:00
// --------------------------------------------------------------------------------------------------------------------
// <copyright file="DemoHubManager.cs" company="Exit Games GmbH">
// Part of: Photon Unity Demos
// </copyright>
// <summary>
// Used as starting point to let developer choose amongst all demos available.
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
using Photon.Pun.Demo.Cockpit;
namespace Photon.Pun.Demo.Hub
{
public class DemoHubManager : MonoBehaviour {
public Text TitleText;
public Text DescriptionText;
public GameObject OpenSceneButton;
public GameObject OpenTutorialLinkButton;
public GameObject OpenDocLinkButton;
string MainDemoWebLink = "https://doc.photonengine.com/en-us/pun/v2/getting-started/pun-intro";
struct DemoData
{
public string Title;
public string Description;
public string Scene;
public string TutorialLink;
public string DocLink;
}
Dictionary<string,DemoData> _data = new Dictionary<string, DemoData>();
string currentSelection;
// Use this for initialization
void Awake () {
PunCockpit.Embedded = false;
OpenSceneButton.SetActive(false);
OpenTutorialLinkButton.SetActive(false);
OpenDocLinkButton.SetActive(false);
// Setup data
_data.Add(
"DemoBoxes",
new DemoData()
{
Title = "Demo Boxes",
Description = "Uses ConnectAndJoinRandom script.\n" +
"(joins a random room or creates one)\n" +
"\n" +
"Instantiates simple prefabs.\n" +
"Synchronizes positions without smoothing.\n" +
"Shows that RPCs target a specific object.",
Scene = "DemoBoxes-Scene"
}
);
_data.Add(
"DemoWorker",
new DemoData()
{
Title = "Demo Worker",
Description = "Joins the default lobby and shows existing rooms.\n" +
"Lets you create or join a room.\n" +
"Instantiates an animated character.\n" +
"Synchronizes position and animation state of character with smoothing.\n" +
"Implements simple in-room Chat via RPC calls.",
Scene = "DemoWorker-Scene"
}
);
_data.Add(
"MovementSmoothing",
new DemoData()
{
Title = "Movement Smoothing",
Description = "Uses ConnectAndJoinRandom script.\n" +
"Shows several basic ways to synchronize positions between controlling client and remote ones.\n" +
"The TransformView is a good default to use.",
Scene = "DemoSynchronization-Scene"
}
);
_data.Add(
"BasicTutorial",
new DemoData()
{
Title = "Basic Tutorial",
Description = "All custom code for connection, player and scene management.\n" +
"Auto synchronization of room levels.\n" +
"Uses PhotonAnimatoView for Animator synch.\n" +
"New Unity UI all around, for Menus and player health HUD.\n" +
"Full step by step tutorial available online.",
Scene = "PunBasics-Launcher" ,
TutorialLink = "https://doc.photonengine.com/en-us/pun/v2/demos-and-tutorials/pun-basics-tutorial/intro"
}
);
_data.Add(
"OwnershipTransfer",
new DemoData()
{
Title = "Ownership Transfer",
Description = "Shows how to transfer the ownership of a PhotonView.\n" +
"The owner will send position updates of the GameObject.\n" +
"Transfer can be edited per PhotonView and set to Fixed (no transfer), Request (owner has to agree) or Takeover (owner can't object).",
Scene = "DemoChangeOwner-Scene"
}
);
_data.Add(
"PickupTeamsScores",
new DemoData()
{
Title = "Pickup, Teams, Scores",
Description = "Uses ConnectAndJoinRandom script.\n" +
"Implements item pickup with RPCs.\n" +
"Uses Custom Properties for Teams.\n" +
"Counts score per player and team.\n" +
"Uses Player extension methods for easy Custom Property access.",
Scene = "DemoPickup-Scene"
}
);
_data.Add(
"Chat",
new DemoData()
{
Title = "Chat",
Description = "Uses the Chat API.\n" +
"Simple UI.\n" +
"You can enter any User ID.\n" +
"Automatically subscribes some channels.\n" +
"Allows simple commands via text.\n" +
"\n" +
"Requires configuration of Chat App ID in ServerSettings.",
Scene = "DemoChat-Scene",
DocLink = "http://j.mp/2iwQkPJ"
}
);
_data.Add(
"RPGMovement",
new DemoData()
{
Title = "RPG Movement",
Description = "Demonstrates how to use the PhotonTransformView component to synchronize position updates smoothly using inter- and extrapolation.\n" +
"\n" +
"This demo also shows how to setup a Mecanim Animator to update animations automatically based on received position updates (without sending explicit animation updates).",
Scene = "DemoRPGMovement-Scene"
}
);
_data.Add(
"MecanimAnimations",
new DemoData()
{
Title = "Mecanim Animations",
Description = "This demo shows how to use the PhotonAnimatorView component to easily synchronize Mecanim animations.\n" +
"\n" +
"It also demonstrates another feature of the PhotonTransformView component which gives you more control how position updates are inter-/extrapolated by telling the component how fast the object moves and turns using SetSynchronizedValues().",
Scene = "DemoMecanim-Scene"
}
);
_data.Add(
"2DGame",
new DemoData()
{
Title = "2D Game Demo",
Description = "Synchronizes animations, positions and physics in a 2D scene.",
Scene = "Demo2DJumpAndRunWithPhysics-Scene"
}
);
_data.Add(
"FriendsAndAuth",
new DemoData()
{
Title = "Friends & Authentication",
Description = "Shows connect with or without (server-side) authentication.\n" +
"\n" +
"Authentication requires minor server-side setup (in Dashboard).\n" +
"\n" +
"Once connected, you can find (made up) friends.\nJoin a room just to see how that gets visible in friends list.",
Scene = "DemoFriends-Scene"
}
);
_data.Add(
"TurnBasedGame",
new DemoData()
{
Title = "'Rock Paper Scissor' Turn Based Game",
Description = "Demonstrate TurnBased Game Mechanics using PUN.\n" +
"\n" +
"It makes use of the TurnBasedManager Utility Script",
Scene = "DemoRPS-Scene"
}
);
_data.Add(
"Asteroids",
new DemoData()
{
Title = "Asteroids",
Description = "Simple asteroid game based on the Unity learning asset.\n",
Scene = "DemoAsteroids-LobbyScene"
}
);
_data.Add(
"SlotRacer",
new DemoData()
{
Title = "Slot Racer",
Description = "Simple SlotRacing game.\n",
Scene = "SlotCar-Scene"
}
);
_data.Add(
"LoadBalancing",
new DemoData()
{
Title = "Load Balancing",
Description = "Shows how to use the raw LoadBalancing system.\n" +
"\n" +
"This is a simple test scene to connect and join a random room, without using PUN but the actual LoadBalancing api only",
Scene = "DemoLoadBalancing-Scene"
}
);
_data.Add(
"PunCockpit",
new DemoData()
{
Title = "Cockpit",
Description = "Controls most aspect of PUN.\n" +
"Connection, Lobby, Room access, Player control",
Scene = "PunCockpit-Scene"
}
);
}
public void SelectDemo(string Reference)
{
currentSelection = Reference;
TitleText.text = _data[currentSelection].Title;
DescriptionText.text = _data[currentSelection].Description;
OpenSceneButton.SetActive(!string.IsNullOrEmpty(_data[currentSelection].Scene));
OpenTutorialLinkButton.SetActive(!string.IsNullOrEmpty(_data[currentSelection].TutorialLink));
OpenDocLinkButton.SetActive(!string.IsNullOrEmpty(_data[currentSelection].DocLink));
}
public void OpenScene()
{
if (string.IsNullOrEmpty(currentSelection))
{
Debug.LogError("Bad setup, a CurrentSelection is expected at this point");
return;
}
SceneManager.LoadScene(_data[currentSelection].Scene);
}
public void OpenTutorialLink()
{
if (string.IsNullOrEmpty(currentSelection))
{
Debug.LogError("Bad setup, a CurrentSelection is expected at this point");
return;
}
Application.OpenURL(_data[currentSelection].TutorialLink);
}
public void OpenDocLink()
{
if (string.IsNullOrEmpty(currentSelection))
{
Debug.LogError("Bad setup, a CurrentSelection is expected at this point");
return;
}
Application.OpenURL(_data[currentSelection].DocLink);
}
public void OpenMainWebLink()
{
Application.OpenURL(MainDemoWebLink);
}
}
}