75 lines
2.1 KiB
C#
75 lines
2.1 KiB
C#
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="PlayerNameInputField.cs" company="Exit Games GmbH">
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// Part of: Photon Unity Networking Demos
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// </copyright>
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// <summary>
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// Let the player input his name to be saved as the network player Name, viewed by alls players above each when in the same room.
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// </summary>
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// <author>developer@exitgames.com</author>
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// --------------------------------------------------------------------------------------------------------------------
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using UnityEngine;
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using UnityEngine.UI;
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namespace Photon.Pun.Demo.PunBasics
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{
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/// <summary>
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/// Player name input field. Let the user input his name, will appear above the player in the game.
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/// </summary>
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[RequireComponent(typeof(InputField))]
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public class PlayerNameInputField : MonoBehaviour
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{
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#region Private Constants
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// Store the PlayerPref Key to avoid typos
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const string playerNamePrefKey = "PlayerName";
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#endregion
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#region MonoBehaviour CallBacks
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/// <summary>
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/// MonoBehaviour method called on GameObject by Unity during initialization phase.
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/// </summary>
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void Start () {
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string defaultName = string.Empty;
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InputField _inputField = this.GetComponent<InputField>();
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if (_inputField!=null)
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{
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if (PlayerPrefs.HasKey(playerNamePrefKey))
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{
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defaultName = PlayerPrefs.GetString(playerNamePrefKey);
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_inputField.text = defaultName;
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}
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}
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PhotonNetwork.NickName = defaultName;
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Sets the name of the player, and save it in the PlayerPrefs for future sessions.
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/// </summary>
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/// <param name="value">The name of the Player</param>
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public void SetPlayerName(string value)
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{
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// #Important
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if (string.IsNullOrEmpty(value))
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{
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Debug.LogError("Player Name is null or empty");
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return;
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}
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PhotonNetwork.NickName = value;
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PlayerPrefs.SetString(playerNamePrefKey, value);
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}
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#endregion
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}
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}
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