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{
"name": "PunDemos.DemoHubEditor",
"references": [
"PhotonUnityNetworking",
"PhotonRealtime"
],
"includePlatforms": [
"Editor"
],
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="PunStartup.cs" company="Exit Games GmbH">
// Part of: Photon Unity Demos
// </copyright>
// <summary>
// Used to setup the demo build settings and load the first demo scene (if imported into a new empty project).
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEditor;
using Photon.Pun;
using Photon.Realtime;
using ExitGames.Client.Photon;
using UnityEngine.SceneManagement;
namespace Photon.Pun.Demo.Hub
{
[InitializeOnLoad]
public class PunStartup : MonoBehaviour
{
static PunStartup()
{
bool doneBefore = EditorPrefs.GetBool("PunDemosOpenedBefore");
if (!doneBefore)
{
EditorApplication.update += OnUpdate;
}
}
static void OnUpdate()
{
if (EditorApplication.isUpdating || Application.isPlaying)
{
return;
}
bool doneBefore = EditorPrefs.GetBool("PunDemosOpenedBefore");
EditorPrefs.SetBool("PunDemosOpenedBefore", true);
EditorApplication.update -= OnUpdate;
if (doneBefore)
{
return;
}
if (string.IsNullOrEmpty(SceneManagerHelper.EditorActiveSceneName) && EditorBuildSettings.scenes.Length == 0)
{
LoadPunDemoHub();
SetPunDemoBuildSettings();
Debug.Log("No scene was open. Loaded PUN Demo Hub Scene and added demos to build settings. Ready to go! This auto-setup is now disabled in this Editor.");
}
}
[MenuItem("Window/Photon Unity Networking/Configure Demos (build setup)", false, 5)]
public static void SetupDemo()
{
SetPunDemoBuildSettings();
}
//[MenuItem("Window/Photon Unity Networking/PUN Demo Loader Reset")]
//protected static void ResetDemoLoader()
//{
// EditorPrefs.DeleteKey("PunDemosOpenedBefore");
//}
public static void LoadPunDemoHub()
{
string scenePath = FindAssetPath("DemoHub-Scene t:scene");
if (!string.IsNullOrEmpty(scenePath))
{
EditorSceneManager.OpenScene (scenePath);
Selection.activeObject = AssetDatabase.LoadMainAssetAtPath (scenePath);
}
}
/// <summary>Finds the asset path base on its name or search query: https://docs.unity3d.com/ScriptReference/AssetDatabase.FindAssets.html </summary>
/// <returns>The asset path. String.Empty, if not found.</returns>
/// <param name="asset">Asset filter for AssetDatabase.FindAssets.</param>
public static string FindAssetPath(string asset)
{
string[] guids = AssetDatabase.FindAssets(asset, null);
if (guids.Length < 1)
{
Debug.LogError("We have a problem finding the asset: " + asset);
return string.Empty;
} else
{
return AssetDatabase.GUIDToAssetPath(guids[0]);
}
}
/// <summary>
/// Finds scenes in "Assets/Photon Unity Networking/Demos/", excludes those in folder "PUNGuide_M2H" and applies remaining scenes to build settings. The one with "Hub" in it first.
/// </summary>
public static void SetPunDemoBuildSettings()
{
string _PunPath = string.Empty;
string _thisPath = PhotonNetwork.FindAssetPath ("PunStartUp");
_thisPath = Application.dataPath + _thisPath.Substring (6); // remove "Assets/"
//_PunPath = PhotonEditorUtils.GetParent(_thisPath,"Photon");
if (string.IsNullOrEmpty(_PunPath))
{
_PunPath = Application.dataPath+"/Photon";
}
// find path of pun guide
string[] tempPaths = Directory.GetDirectories(_PunPath, "Demos*", SearchOption.AllDirectories);
if (tempPaths == null)
{
return;
}
List<EditorBuildSettingsScene> sceneAr = new List<EditorBuildSettingsScene> ();
// find scenes of guide
foreach (string guidePath in tempPaths)
{
tempPaths = Directory.GetFiles (guidePath, "*.unity", SearchOption.AllDirectories);
if (tempPaths == null || tempPaths.Length == 0)
{
return;
}
// add found guide scenes to build settings
for (int i = 0; i < tempPaths.Length; i++)
{
//Debug.Log(tempPaths[i]);
string path = tempPaths [i].Substring (Application.dataPath.Length - "Assets".Length);
path = path.Replace ('\\', '/');
//Debug.Log(path);
if (path.Contains ("PUNGuide_M2H") || path.Contains("DemoLoadBalancing"))
{
continue;
}
// edited to avoid old scene to be included.
if (path.Contains ("DemoHub-Scene"))
{
sceneAr.Insert (0, new EditorBuildSettingsScene (path, true));
continue;
}
sceneAr.Add (new EditorBuildSettingsScene (path, true));
}
}
EditorBuildSettings.scenes = sceneAr.ToArray();
EditorSceneManager.OpenScene(sceneAr[0].path);
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <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);
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ToDemoHubButton.cs" company="Exit Games GmbH">
// Part of: Photon Unity Demos
// </copyright>
// <summary>
// Present a button on all launched demos from hub to allow getting back to the demo hub.
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.EventSystems;
namespace Photon.Pun.Demo.Hub
{
/// <summary>
/// Present a button on all launched demos from hub to allow getting back to the demo hub.
/// </summary>
public class ToDemoHubButton : MonoBehaviour
{
private static ToDemoHubButton instance;
CanvasGroup _canvasGroup;
public static ToDemoHubButton Instance
{
get
{
if (instance == null)
{
instance = FindObjectOfType(typeof (ToDemoHubButton)) as ToDemoHubButton;
}
return instance;
}
}
public void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
}
}
// Use this for initialization
public void Start()
{
DontDestroyOnLoad(gameObject);
_canvasGroup = GetComponent<CanvasGroup>();
}
public void Update()
{
bool sceneZeroLoaded = false;
#if UNITY_5 && !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2 || UNITY_5_3_OR_NEWER
sceneZeroLoaded = SceneManager.GetActiveScene().buildIndex == 0;
#else
sceneZeroLoaded = Application.loadedLevel == 0;
#endif
if (sceneZeroLoaded && _canvasGroup.alpha!= 0f)
{
_canvasGroup.alpha = 0f;
_canvasGroup.interactable = false;
}
if (!sceneZeroLoaded && _canvasGroup.alpha!= 1f)
{
_canvasGroup.alpha = 1f;
_canvasGroup.interactable = true;
}
}
public void BackToHub()
{
PhotonNetwork.Disconnect();
SceneManager.LoadScene(0);
}
}
}

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