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2022-07-08 09:14:55 +08:00
commit 4d6bd72555
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="AutoSyncSceneToggle.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// PhotonNetwork.AutomaticallySyncScene UI Toggle
/// </summary>
[RequireComponent(typeof(Toggle))]
public class AutoSyncSceneToggle : MonoBehaviour
{
Toggle _toggle;
bool registered;
// Use this for initialization
void OnEnable()
{
_toggle = GetComponent<Toggle>();
if (!registered)
{
registered = true;
_toggle.onValueChanged.AddListener(ToggleValue);
}
}
void OnDisable()
{
if (_toggle != null)
{
registered = false;
_toggle.onValueChanged.RemoveListener(ToggleValue);
}
}
void Update()
{
if (PhotonNetwork.AutomaticallySyncScene != _toggle.isOn)
{
_toggle.isOn = PhotonNetwork.AutomaticallySyncScene;
}
}
public void ToggleValue(bool value)
{
PhotonNetwork.AutomaticallySyncScene = value;
//Debug.Log("PhotonNetwork.CrcCheckEnabled = " + PhotonNetwork.CrcCheckEnabled, this);
}
}
}

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guid: 345270254ed7b49e89ce5662ca70a091
timeCreated: 1538567993
licenseType: Store
MonoImporter:
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userData:
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="BackgroundTimeOutField.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// PhotonNetwork.BackgroundTimeout UI InputField.
/// </summary>
public class BackgroundTimeOutField : MonoBehaviour
{
public InputField PropertyValueInput;
float _cache;
bool registered;
void OnEnable()
{
if (!registered)
{
registered = true;
PropertyValueInput.onEndEdit.AddListener(OnEndEdit);
}
}
void OnDisable()
{
registered = false;
PropertyValueInput.onEndEdit.RemoveListener(OnEndEdit);
}
void Update()
{
if (PhotonNetwork.KeepAliveInBackground != _cache)
{
_cache = PhotonNetwork.KeepAliveInBackground;
PropertyValueInput.text = _cache.ToString("F1");
}
}
// new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
public void OnEndEdit(string value)
{
if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
{
this.SubmitForm(value.Trim());
}
else
{
this.SubmitForm(value);
}
}
public void SubmitForm(string value)
{
_cache = float.Parse(value);
PhotonNetwork.KeepAliveInBackground = _cache;
//Debug.Log("PhotonNetwork.BackgroundTimeout = " + PhotonNetwork.BackgroundTimeout, this);
}
}
}

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licenseType: Store
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="CrcCheckToggle.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// PhotonNetwork.CrcCheckEnabled UI Toggle
/// </summary>
[RequireComponent(typeof(Toggle))]
public class CrcCheckToggle : MonoBehaviour
{
Toggle _toggle;
bool registered;
// Use this for initialization
void OnEnable()
{
_toggle = GetComponent<Toggle>();
if (!registered)
{
registered = true;
_toggle.onValueChanged.AddListener(ToggleValue);
}
}
void OnDisable()
{
if (_toggle != null)
{
registered = false;
_toggle.onValueChanged.RemoveListener(ToggleValue);
}
}
void Update()
{
if (PhotonNetwork.CrcCheckEnabled != _toggle.isOn)
{
_toggle.isOn = PhotonNetwork.CrcCheckEnabled;
}
}
public void ToggleValue(bool value)
{
PhotonNetwork.CrcCheckEnabled = value;
//Debug.Log("PhotonNetwork.CrcCheckEnabled = " + PhotonNetwork.CrcCheckEnabled, this);
}
}
}

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guid: 44872d445f2594fbeb2bd8fba90f1f08
folderAsset: yes
timeCreated: 1559569017
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="PhotonNetwork.CurrentRoom.IsOpen.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// PhotonNetwork.CurrentRoom.IsOpen UI Toggle
/// </summary>
[RequireComponent(typeof(Toggle))]
public class CurrentRoomIsOpenToggle : MonoBehaviour, IPointerClickHandler
{
Toggle _toggle;
// Use this for initialization
void OnEnable()
{
_toggle = GetComponent<Toggle>();
}
void Update()
{
if (PhotonNetwork.CurrentRoom == null && _toggle.interactable)
{
_toggle.interactable = false;
}
else if (PhotonNetwork.CurrentRoom != null && !_toggle.interactable)
{
_toggle.interactable = true;
}
if (PhotonNetwork.CurrentRoom!=null && PhotonNetwork.CurrentRoom.IsOpen != _toggle.isOn)
{
Debug.Log("Update toggle : PhotonNetwork.CurrentRoom.IsOpen = " + PhotonNetwork.CurrentRoom.IsOpen, this);
_toggle.isOn = PhotonNetwork.CurrentRoom.IsOpen;
}
}
public void ToggleValue(bool value)
{
if (PhotonNetwork.CurrentRoom != null)
{
Debug.Log("PhotonNetwork.CurrentRoom.IsOpen = " + value, this);
PhotonNetwork.CurrentRoom.IsOpen = value;
}
}
public void OnPointerClick(PointerEventData eventData)
{
ToggleValue(_toggle.isOn);
}
}
}

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licenseType: Store
MonoImporter:
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="CurrentRoomIsVisibleToggle.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// PhotonNetwork.CurrentRoom.IsVisible UI Toggle
/// </summary>
[RequireComponent(typeof(Toggle))]
public class CurrentRoomIsVisibleToggle : MonoBehaviour, IPointerClickHandler
{
Toggle _toggle;
// Use this for initialization
void OnEnable()
{
_toggle = GetComponent<Toggle>();
}
void Update()
{
if (PhotonNetwork.CurrentRoom == null && _toggle.interactable)
{
_toggle.interactable = false;
}
else if (PhotonNetwork.CurrentRoom != null && !_toggle.interactable)
{
_toggle.interactable = true;
}
if (PhotonNetwork.CurrentRoom!=null && PhotonNetwork.CurrentRoom.IsVisible != _toggle.isOn)
{
Debug.Log("Update toggle : PhotonNetwork.CurrentRoom.IsVisible = " + PhotonNetwork.CurrentRoom.IsVisible, this);
_toggle.isOn = PhotonNetwork.CurrentRoom.IsVisible;
}
}
public void ToggleValue(bool value)
{
if (PhotonNetwork.CurrentRoom != null)
{
Debug.Log("PhotonNetwork.CurrentRoom.IsVisible = " + value, this);
PhotonNetwork.CurrentRoom.IsVisible = value;
}
}
public void OnPointerClick(PointerEventData eventData)
{
ToggleValue(_toggle.isOn);
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="DocLinkButton.cs" company="Exit Games GmbH">
// Part of: Pun demos
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using Photon.Pun.Demo.Shared;
using UnityEngine;
using UnityEngine.EventSystems;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// Open an Url on Pointer Click.
/// </summary>
public class DocLinkButton : MonoBehaviour, IPointerClickHandler
{
public DocLinks.DocTypes Type = DocLinks.DocTypes.Doc;
public string Reference = "getting-started/pun-intro";
// Just so that Unity expose the enable Check Box inside the Component Inspector Header.
public void Start(){}
//Detect if a click occurs
public void OnPointerClick(PointerEventData pointerEventData)
{
Application.OpenURL(DocLinks.GetLink(Type,Reference));
}
}
}

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fileFormatVersion: 2
guid: 09b634200c91b4206aa56038f7647fb5
timeCreated: 1530884945
licenseType: Store
MonoImporter:
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="GameVersionField.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// Game version field.
/// </summary>
public class GameVersionField : MonoBehaviour
{
public InputField PropertyValueInput;
private string _cache;
private bool registered;
private void OnEnable()
{
if (!this.registered)
{
this.registered = true;
this.PropertyValueInput.onEndEdit.AddListener(this.OnEndEdit);
}
}
private void OnDisable()
{
this.registered = false;
this.PropertyValueInput.onEndEdit.RemoveListener(this.OnEndEdit);
}
private void Update()
{
if (PhotonNetwork.PhotonServerSettings.AppSettings.AppVersion != this._cache)
{
this._cache = PhotonNetwork.PhotonServerSettings.AppSettings.AppVersion;
this.PropertyValueInput.text = this._cache;
}
}
// new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then submit form.
public void OnEndEdit(string value)
{
if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
{
this.SubmitForm(value.Trim());
}
else
{
this.SubmitForm(value);
}
}
public void SubmitForm(string value)
{
this._cache = value;
PunCockpit.Instance.GameVersionOverride = this._cache;
//Debug.Log("PunCockpit.GameVersionOverride = " + PunCockpit.Instance.GameVersionOverride, this);
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="CrcCheckToggle.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// Boolean UI UI Toggle input.
/// </summary>
public class BoolInputField : MonoBehaviour
{
public Toggle PropertyValueInput;
[System.Serializable]
public class OnSubmitEvent : UnityEvent<bool> { }
public OnSubmitEvent OnSubmit;
bool registered;
void OnEnable()
{
if (!registered)
{
registered = true;
PropertyValueInput.onValueChanged.AddListener(OnValueChanged);
}
}
void OnDisable()
{
registered = false;
PropertyValueInput.onValueChanged.RemoveListener(OnValueChanged);
}
void OnValueChanged(bool value)
{
OnSubmit.Invoke(PropertyValueInput.isOn);
}
public void SetValue(bool value)
{
PropertyValueInput.isOn = value;
}
}
}

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licenseType: Store
MonoImporter:
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="CrcCheckToggle.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// Int UI InputField.
/// </summary>
public class IntInputField : MonoBehaviour
{
public InputField PropertyValueInput;
[System.Serializable]
public class OnSubmitEvent : UnityEvent<int> { }
public OnSubmitEvent OnSubmit;
bool registered;
void OnEnable()
{
if (!registered)
{
registered = true;
PropertyValueInput.onEndEdit.AddListener(EndEditOnEnter);
}
}
void OnDisable()
{
registered = false;
PropertyValueInput.onEndEdit.RemoveListener(EndEditOnEnter);
}
public void SetValue(int value)
{
PropertyValueInput.text = value.ToString();
}
public void EndEditOnEnter(string value)
{
if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
{
this.SubmitForm(value.Trim());
}
else
{
this.SubmitForm(value);
}
}
public void SubmitForm(string value)
{
int _value = 0;
int.TryParse(value, out _value);
OnSubmit.Invoke(_value);
}
}
}

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timeCreated: 1518011577
licenseType: Store
MonoImporter:
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="StringInputField.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// String UI InputField.
/// </summary>
public class StringInputField : MonoBehaviour
{
public InputField PropertyValueInput;
[System.Serializable]
public class OnSubmitEvent : UnityEvent<string> { }
public OnSubmitEvent OnSubmit;
bool registered;
void OnEnable()
{
if (!registered)
{
registered = true;
PropertyValueInput.onEndEdit.AddListener(EndEditOnEnter);
}
}
void OnDisable()
{
registered = false;
PropertyValueInput.onEndEdit.RemoveListener(EndEditOnEnter);
}
public void SetValue(string value)
{
PropertyValueInput.text = value.ToString();
}
public void EndEditOnEnter(string value)
{
if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
{
this.SubmitForm(value.Trim());
}
else
{
this.SubmitForm(value);
}
}
public void SubmitForm(string value)
{
OnSubmit.Invoke(value);
}
}
}

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guid: e02d5b184c20e43ebba343cc89e35962
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licenseType: Store
MonoImporter:
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ToggleExpand.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// UI toggle to activate GameObject.
/// </summary>
public class ToggleExpand : MonoBehaviour
{
public GameObject Content;
public Toggle Toggle;
bool _init;
void OnEnable()
{
Content.SetActive(Toggle.isOn);
if (!_init)
{
_init = true;
Toggle.onValueChanged.AddListener(HandleToggleOnValudChanged);
}
HandleToggleOnValudChanged(Toggle.isOn);
}
void HandleToggleOnValudChanged(bool value)
{
Content.SetActive(value);
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="LayoutElementMatchSize.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// Force a LayoutElement to march a RectTransform sizeDelta. Useful for complex child content
/// </summary>
public class LayoutElementMatchSize : MonoBehaviour
{
public LayoutElement layoutElement;
public RectTransform Target;
public bool MatchHeight = true;
public bool MatchWidth;
void Update()
{
if (MatchHeight)
{
if (layoutElement.minHeight != Target.sizeDelta.y)
{
layoutElement.minHeight = Target.sizeDelta.y;
}
}
}
}
}

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guid: 3ec618017b87f49b4a2bfc6a0a0bff3d
timeCreated: 1526042927
licenseType: Store
MonoImporter:
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="NickNameField.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// Nickname InputField.
/// </summary>
public class NickNameField : MonoBehaviour
{
public InputField PropertyValueInput;
string _cache;
bool registered;
void OnEnable()
{
if (!registered)
{
registered = true;
PropertyValueInput.onEndEdit.AddListener(OnEndEdit);
}
}
void OnDisable()
{
registered = false;
PropertyValueInput.onEndEdit.RemoveListener(OnEndEdit);
}
void Update()
{
if (PhotonNetwork.NickName != _cache)
{
_cache = PhotonNetwork.NickName;
PropertyValueInput.text = _cache;
}
}
// new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then submit form.
public void OnEndEdit(string value)
{
if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
{
this.SubmitForm(value.Trim());
}
else
{
this.SubmitForm(value);
}
}
public void SubmitForm(string value)
{
_cache = value;
PhotonNetwork.NickName = _cache;
//Debug.Log("PhotonNetwork.NickName = " + PhotonNetwork.NickName, this);
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="OnlineDocButton.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.EventSystems;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// Open an Url on Pointer Click.
/// </summary>
public class OnlineDocButton : MonoBehaviour, IPointerClickHandler
{
public string Url = "https://doc.photonengine.com/en-us/pun/v2/getting-started/pun-intro";
//Detect if a click occurs
public void OnPointerClick(PointerEventData pointerEventData)
{
Application.OpenURL(Url);
}
}
}

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icon: {instanceID: 0}
userData:
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="SendRateField.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// PhotonNetwork.SendRate InputField.
/// </summary>
public class SendRateField : MonoBehaviour
{
public InputField PropertyValueInput;
int _cache;
bool registered;
void OnEnable()
{
if (!registered)
{
registered = true;
PropertyValueInput.onEndEdit.AddListener(OnEndEdit);
}
}
void OnDisable()
{
registered = false;
PropertyValueInput.onEndEdit.RemoveListener(OnEndEdit);
}
void Update()
{
if (PhotonNetwork.SendRate != _cache)
{
_cache = PhotonNetwork.SendRate;
PropertyValueInput.text = _cache.ToString();
}
}
// new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
public void OnEndEdit(string value)
{
if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
{
this.SubmitForm(value.Trim());
}
else
{
this.SubmitForm(value);
}
}
public void SubmitForm(string value)
{
_cache = int.Parse(value);
PhotonNetwork.SendRate = _cache;
//Debug.Log("PhotonNetwork.SendRate = " + PhotonNetwork.SendRate, this);
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="SendRateOnSerializeField.cs" company="Exit Games GmbH">
// Part of: Pun Cockpit Demo
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Cockpit
{
/// <summary>
/// PhotonNetwork.SerializationRate InputField
/// </summary>
public class SendRateOnSerializeField : MonoBehaviour
{
public InputField PropertyValueInput;
int _cache;
bool registered;
void OnEnable()
{
if (!registered)
{
registered = true;
PropertyValueInput.onEndEdit.AddListener(OnEndEdit);
}
}
void OnDisable()
{
registered = false;
PropertyValueInput.onEndEdit.RemoveListener(OnEndEdit);
}
void Update()
{
if (PhotonNetwork.SerializationRate != _cache)
{
_cache = PhotonNetwork.SerializationRate;
PropertyValueInput.text = _cache.ToString();
}
}
// new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
public void OnEndEdit(string value)
{
if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
{
this.SubmitForm(value.Trim());
}
else
{
this.SubmitForm(value);
}
}
public void SubmitForm(string value)
{
_cache = int.Parse(PropertyValueInput.text);
PhotonNetwork.SerializationRate = _cache;
//Debug.Log("PhotonNetwork.SerializationRate = " + PhotonNetwork.SerializationRate, this);
}
}
}

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licenseType: Store
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