628 lines
24 KiB
C#
628 lines
24 KiB
C#
// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="PhotonTeamsManager.cs" company="Exit Games GmbH">
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// Part of: Photon Unity Utilities,
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// </copyright>
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// <summary>
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// Implements teams in a room/game with help of player properties.
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// </summary>
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// <remarks>
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// Teams are defined by name and code. Change this to get more / different teams.
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// There are no rules when / if you can join a team. You could add this in JoinTeam or something.
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// </remarks>
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// <author>developer@exitgames.com</author>
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// --------------------------------------------------------------------------------------------------------------------
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Photon.Realtime;
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using Hashtable = ExitGames.Client.Photon.Hashtable;
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namespace Photon.Pun.UtilityScripts
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{
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[Serializable]
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public class PhotonTeam
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{
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public string Name;
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public byte Code;
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public override string ToString()
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{
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return string.Format("{0} [{1}]", this.Name, this.Code);
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}
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}
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/// <summary>
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/// Implements teams in a room/game with help of player properties. Access them by Player.GetTeam extension.
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/// </summary>
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/// <remarks>
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/// Teams are defined by enum Team. Change this to get more / different teams.
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/// There are no rules when / if you can join a team. You could add this in JoinTeam or something.
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/// </remarks>
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[DisallowMultipleComponent]
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public class PhotonTeamsManager : MonoBehaviour, IMatchmakingCallbacks, IInRoomCallbacks
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{
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#if UNITY_EDITOR
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#pragma warning disable 0414
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[SerializeField]
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private bool listFoldIsOpen = true;
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#pragma warning restore 0414
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#endif
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[SerializeField]
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private List<PhotonTeam> teamsList = new List<PhotonTeam>
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{
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new PhotonTeam { Name = "Blue", Code = 1 },
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new PhotonTeam { Name = "Red", Code = 2 }
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};
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private Dictionary<byte, PhotonTeam> teamsByCode;
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private Dictionary<string, PhotonTeam> teamsByName;
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/// <summary>The main list of teams with their player-lists. Automatically kept up to date.</summary>
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private Dictionary<byte, HashSet<Player>> playersPerTeam;
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/// <summary>Defines the player custom property name to use for team affinity of "this" player.</summary>
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public const string TeamPlayerProp = "_pt";
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public static event Action<Player, PhotonTeam> PlayerJoinedTeam;
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public static event Action<Player, PhotonTeam> PlayerLeftTeam;
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private static PhotonTeamsManager instance;
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public static PhotonTeamsManager Instance
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{
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get
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{
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if (instance == null)
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{
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instance = FindObjectOfType<PhotonTeamsManager>();
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if (instance == null)
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{
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GameObject obj = new GameObject();
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obj.name = "PhotonTeamsManager";
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instance = obj.AddComponent<PhotonTeamsManager>();
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}
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instance.Init();
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}
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return instance;
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}
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}
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#region MonoBehaviour
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private void Awake()
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{
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if (instance == null || ReferenceEquals(this, instance))
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{
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this.Init();
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instance = this;
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}
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else
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{
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Destroy(this);
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}
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}
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private void OnEnable()
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{
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PhotonNetwork.AddCallbackTarget(this);
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}
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private void OnDisable()
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{
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PhotonNetwork.RemoveCallbackTarget(this);
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this.ClearTeams();
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}
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private void Init()
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{
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teamsByCode = new Dictionary<byte, PhotonTeam>(teamsList.Count);
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teamsByName = new Dictionary<string, PhotonTeam>(teamsList.Count);
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playersPerTeam = new Dictionary<byte, HashSet<Player>>(teamsList.Count);
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for (int i = 0; i < teamsList.Count; i++)
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{
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teamsByCode[teamsList[i].Code] = teamsList[i];
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teamsByName[teamsList[i].Name] = teamsList[i];
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playersPerTeam[teamsList[i].Code] = new HashSet<Player>();
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}
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}
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#endregion
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#region IMatchmakingCallbacks
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void IMatchmakingCallbacks.OnJoinedRoom()
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{
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this.UpdateTeams();
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}
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void IMatchmakingCallbacks.OnLeftRoom()
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{
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this.ClearTeams();
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}
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void IInRoomCallbacks.OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
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{
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object temp;
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if (changedProps.TryGetValue(TeamPlayerProp, out temp))
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{
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if (temp == null)
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{
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foreach (byte code in playersPerTeam.Keys)
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{
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if (playersPerTeam[code].Remove(targetPlayer))
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{
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if (PlayerLeftTeam != null)
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{
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PlayerLeftTeam(targetPlayer, teamsByCode[code]);
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}
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break;
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}
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}
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}
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else if (temp is byte)
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{
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byte teamCode = (byte) temp;
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// check if player switched teams, remove from previous team
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foreach (byte code in playersPerTeam.Keys)
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{
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if (code == teamCode)
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{
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continue;
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}
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if (playersPerTeam[code].Remove(targetPlayer))
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{
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if (PlayerLeftTeam != null)
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{
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PlayerLeftTeam(targetPlayer, teamsByCode[code]);
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}
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break;
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}
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}
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PhotonTeam team = teamsByCode[teamCode];
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if (!playersPerTeam[teamCode].Add(targetPlayer))
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{
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Debug.LogWarningFormat("Unexpected situation while setting team {0} for player {1}, updating teams for all", team, targetPlayer);
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this.UpdateTeams();
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}
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if (PlayerJoinedTeam != null)
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{
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PlayerJoinedTeam(targetPlayer, team);
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}
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}
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else
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{
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Debug.LogErrorFormat("Unexpected: custom property key {0} should have of type byte, instead we got {1} of type {2}. Player: {3}",
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TeamPlayerProp, temp, temp.GetType(), targetPlayer);
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}
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}
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}
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void IInRoomCallbacks.OnPlayerLeftRoom(Player otherPlayer)
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{
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if (otherPlayer.IsInactive)
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{
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return;
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}
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PhotonTeam team = otherPlayer.GetPhotonTeam();
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if (team != null && !playersPerTeam[team.Code].Remove(otherPlayer))
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{
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Debug.LogWarningFormat("Unexpected situation while removing player {0} who left from team {1}, updating teams for all", otherPlayer, team);
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// revert to 'brute force' in case of unexpected situation
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this.UpdateTeams();
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}
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}
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void IInRoomCallbacks.OnPlayerEnteredRoom(Player newPlayer)
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{
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PhotonTeam team = newPlayer.GetPhotonTeam();
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if (team == null)
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{
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return;
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}
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if (playersPerTeam[team.Code].Contains(newPlayer))
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{
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// player rejoined w/ same team
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return;
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}
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// check if player rejoined w/ different team, remove from previous team
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foreach (var key in teamsByCode.Keys)
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{
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if (playersPerTeam[key].Remove(newPlayer))
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{
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break;
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}
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}
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if (!playersPerTeam[team.Code].Add(newPlayer))
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{
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Debug.LogWarningFormat("Unexpected situation while adding player {0} who joined to team {1}, updating teams for all", newPlayer, team);
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// revert to 'brute force' in case of unexpected situation
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this.UpdateTeams();
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}
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}
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#endregion
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#region Private methods
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private void UpdateTeams()
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{
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this.ClearTeams();
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for (int i = 0; i < PhotonNetwork.PlayerList.Length; i++)
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{
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Player player = PhotonNetwork.PlayerList[i];
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PhotonTeam playerTeam = player.GetPhotonTeam();
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if (playerTeam != null)
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{
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playersPerTeam[playerTeam.Code].Add(player);
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}
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}
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}
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private void ClearTeams()
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{
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foreach (var key in playersPerTeam.Keys)
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{
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playersPerTeam[key].Clear();
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}
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}
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#endregion
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#region Public API
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/// <summary>
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/// Find a PhotonTeam using a team code.
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/// </summary>
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/// <param name="code">The team code.</param>
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/// <param name="team">The team to be assigned if found.</param>
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/// <returns>If successful or not.</returns>
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public bool TryGetTeamByCode(byte code, out PhotonTeam team)
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{
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return teamsByCode.TryGetValue(code, out team);
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}
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/// <summary>
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/// Find a PhotonTeam using a team name.
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/// </summary>
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/// <param name="teamName">The team name.</param>
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/// <param name="team">The team to be assigned if found.</param>
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/// <returns>If successful or not.</returns>
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public bool TryGetTeamByName(string teamName, out PhotonTeam team)
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{
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return teamsByName.TryGetValue(teamName, out team);
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}
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/// <summary>
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/// Gets all teams available.
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/// </summary>
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/// <returns>Returns all teams available.</returns>
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public PhotonTeam[] GetAvailableTeams()
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{
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if (teamsList != null)
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{
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return teamsList.ToArray();
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}
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return null;
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}
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/// <summary>
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/// Gets all players joined to a team using a team code.
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/// </summary>
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/// <param name="code">The code of the team.</param>
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/// <param name="members">The array of players to be filled.</param>
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/// <returns>If successful or not.</returns>
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public bool TryGetTeamMembers(byte code, out Player[] members)
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{
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members = null;
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HashSet<Player> players;
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if (this.playersPerTeam.TryGetValue(code, out players))
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{
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members = new Player[players.Count];
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int i = 0;
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foreach (var player in players)
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{
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members[i] = player;
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i++;
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}
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return true;
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}
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return false;
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}
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/// <summary>
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/// Gets all players joined to a team using a team name.
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/// </summary>
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/// <param name="teamName">The name of the team.</param>
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/// <param name="members">The array of players to be filled.</param>
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/// <returns>If successful or not.</returns>
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public bool TryGetTeamMembers(string teamName, out Player[] members)
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{
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members = null;
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PhotonTeam team;
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if (this.TryGetTeamByName(teamName, out team))
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{
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return this.TryGetTeamMembers(team.Code, out members);
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}
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return false;
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}
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/// <summary>
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/// Gets all players joined to a team.
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/// </summary>
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/// <param name="team">The team which will be used to find players.</param>
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/// <param name="members">The array of players to be filled.</param>
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/// <returns>If successful or not.</returns>
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public bool TryGetTeamMembers(PhotonTeam team, out Player[] members)
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{
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members = null;
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if (team != null)
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{
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return this.TryGetTeamMembers(team.Code, out members);
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}
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return false;
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}
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/// <summary>
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/// Gets all team mates of a player.
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/// </summary>
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/// <param name="player">The player whose team mates will be searched.</param>
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/// <param name="teamMates">The array of players to be filled.</param>
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/// <returns>If successful or not.</returns>
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public bool TryGetTeamMatesOfPlayer(Player player, out Player[] teamMates)
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{
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teamMates = null;
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if (player == null)
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{
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return false;
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}
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PhotonTeam team = player.GetPhotonTeam();
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if (team == null)
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{
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return false;
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}
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HashSet<Player> players;
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if (this.playersPerTeam.TryGetValue(team.Code, out players))
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{
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if (!players.Contains(player))
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{
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Debug.LogWarningFormat("Unexpected situation while getting team mates of player {0} who is joined to team {1}, updating teams for all", player, team);
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// revert to 'brute force' in case of unexpected situation
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this.UpdateTeams();
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}
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teamMates = new Player[players.Count - 1];
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int i = 0;
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foreach (var p in players)
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{
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if (p.Equals(player))
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{
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continue;
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}
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teamMates[i] = p;
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i++;
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}
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return true;
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}
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return false;
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}
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/// <summary>
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/// Gets the number of players in a team by team code.
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/// </summary>
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/// <param name="code">Unique code of the team</param>
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/// <returns>Number of players joined to the team.</returns>
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public int GetTeamMembersCount(byte code)
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{
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PhotonTeam team;
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if (this.TryGetTeamByCode(code, out team))
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{
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return this.GetTeamMembersCount(team);
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}
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return 0;
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}
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/// <summary>
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/// Gets the number of players in a team by team name.
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/// </summary>
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/// <param name="name">Unique name of the team</param>
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/// <returns>Number of players joined to the team.</returns>
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public int GetTeamMembersCount(string name)
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{
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PhotonTeam team;
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if (this.TryGetTeamByName(name, out team))
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{
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return this.GetTeamMembersCount(team);
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}
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return 0;
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}
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/// <summary>
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/// Gets the number of players in a team.
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/// </summary>
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/// <param name="team">The team you want to know the size of</param>
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/// <returns>Number of players joined to the team.</returns>
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public int GetTeamMembersCount(PhotonTeam team)
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{
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HashSet<Player> players;
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if (team != null && this.playersPerTeam.TryGetValue(team.Code, out players) && players != null)
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{
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return players.Count;
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}
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return 0;
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}
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#endregion
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#region Unused methods
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void IMatchmakingCallbacks.OnFriendListUpdate(List<FriendInfo> friendList)
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{
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}
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void IMatchmakingCallbacks.OnCreatedRoom()
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{
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}
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void IMatchmakingCallbacks.OnCreateRoomFailed(short returnCode, string message)
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{
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}
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void IMatchmakingCallbacks.OnJoinRoomFailed(short returnCode, string message)
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{
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}
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void IMatchmakingCallbacks.OnJoinRandomFailed(short returnCode, string message)
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{
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}
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void IInRoomCallbacks.OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
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{
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}
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void IInRoomCallbacks.OnMasterClientSwitched(Player newMasterClient)
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{
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}
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#endregion
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}
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/// <summary>Extension methods for the Player class that make use of PhotonTeamsManager.</summary>
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public static class PhotonTeamExtensions
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{
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/// <summary>Gets the team the player is currently joined to. Null if none.</summary>
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/// <returns>The team the player is currently joined to. Null if none.</returns>
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public static PhotonTeam GetPhotonTeam(this Player player)
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{
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object teamId;
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PhotonTeam team;
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if (player.CustomProperties.TryGetValue(PhotonTeamsManager.TeamPlayerProp, out teamId) && PhotonTeamsManager.Instance.TryGetTeamByCode((byte)teamId, out team))
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{
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return team;
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}
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return null;
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}
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/// <summary>
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/// Join a team.
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/// </summary>
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/// <param name="player">The player who will join a team.</param>
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/// <param name="team">The team to be joined.</param>
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/// <returns></returns>
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public static bool JoinTeam(this Player player, PhotonTeam team)
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{
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if (team == null)
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{
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Debug.LogWarning("JoinTeam failed: PhotonTeam provided is null");
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return false;
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}
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PhotonTeam currentTeam = player.GetPhotonTeam();
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if (currentTeam != null)
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{
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Debug.LogWarningFormat("JoinTeam failed: player ({0}) is already joined to a team ({1}), call SwitchTeam instead", player, team);
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return false;
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}
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return player.SetCustomProperties(new Hashtable { { PhotonTeamsManager.TeamPlayerProp, team.Code } });
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}
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/// <summary>
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/// Join a team using team code.
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/// </summary>
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/// <param name="player">The player who will join the team.</param>
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/// <param name="teamCode">The code fo the team to be joined.</param>
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/// <returns></returns>
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public static bool JoinTeam(this Player player, byte teamCode)
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{
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PhotonTeam team;
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return PhotonTeamsManager.Instance.TryGetTeamByCode(teamCode, out team) && player.JoinTeam(team);
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}
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/// <summary>
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/// Join a team using team name.
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/// </summary>
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/// <param name="player">The player who will join the team.</param>
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/// <param name="teamName">The name of the team to be joined.</param>
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/// <returns></returns>
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public static bool JoinTeam(this Player player, string teamName)
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{
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PhotonTeam team;
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return PhotonTeamsManager.Instance.TryGetTeamByName(teamName, out team) && player.JoinTeam(team);
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}
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/// <summary>Switch that player's team to the one you assign.</summary>
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/// <remarks>Internally checks if this player is in that team already or not. Only team switches are actually sent.</remarks>
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/// <param name="player"></param>
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/// <param name="team"></param>
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public static bool SwitchTeam(this Player player, PhotonTeam team)
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{
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if (team == null)
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{
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Debug.LogWarning("SwitchTeam failed: PhotonTeam provided is null");
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return false;
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}
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PhotonTeam currentTeam = player.GetPhotonTeam();
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if (currentTeam == null)
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{
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Debug.LogWarningFormat("SwitchTeam failed: player ({0}) was not joined to any team, call JoinTeam instead", player);
|
|
return false;
|
|
}
|
|
if (currentTeam.Code == team.Code)
|
|
{
|
|
Debug.LogWarningFormat("SwitchTeam failed: player ({0}) is already joined to the same team {1}", player, team);
|
|
return false;
|
|
}
|
|
return player.SetCustomProperties(new Hashtable { { PhotonTeamsManager.TeamPlayerProp, team.Code } },
|
|
new Hashtable { { PhotonTeamsManager.TeamPlayerProp, currentTeam.Code }});
|
|
}
|
|
|
|
/// <summary>Switch the player's team using a team code.</summary>
|
|
/// <remarks>Internally checks if this player is in that team already or not.</remarks>
|
|
/// <param name="player">The player that will switch teams.</param>
|
|
/// <param name="teamCode">The code of the team to switch to.</param>
|
|
/// <returns>If the team switch request is queued to be sent to the server or done in case offline or not joined to a room yet.</returns>
|
|
public static bool SwitchTeam(this Player player, byte teamCode)
|
|
{
|
|
PhotonTeam team;
|
|
return PhotonTeamsManager.Instance.TryGetTeamByCode(teamCode, out team) && player.SwitchTeam(team);
|
|
}
|
|
|
|
/// <summary>Switch the player's team using a team name.</summary>
|
|
/// <remarks>Internally checks if this player is in that team already or not.</remarks>
|
|
/// <param name="player">The player that will switch teams.</param>
|
|
/// <param name="teamName">The name of the team to switch to.</param>
|
|
/// <returns>If the team switch request is queued to be sent to the server or done in case offline or not joined to a room yet.</returns>
|
|
public static bool SwitchTeam(this Player player, string teamName)
|
|
{
|
|
PhotonTeam team;
|
|
return PhotonTeamsManager.Instance.TryGetTeamByName(teamName, out team) && player.SwitchTeam(team);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Leave the current team if any.
|
|
/// </summary>
|
|
/// <param name="player"></param>
|
|
/// <returns>If the leaving team request is queued to be sent to the server or done in case offline or not joined to a room yet.</returns>
|
|
public static bool LeaveCurrentTeam(this Player player)
|
|
{
|
|
PhotonTeam currentTeam = player.GetPhotonTeam();
|
|
if (currentTeam == null)
|
|
{
|
|
Debug.LogWarningFormat("LeaveCurrentTeam failed: player ({0}) was not joined to any team", player);
|
|
return false;
|
|
}
|
|
return player.SetCustomProperties(new Hashtable {{PhotonTeamsManager.TeamPlayerProp, null}}, new Hashtable {{PhotonTeamsManager.TeamPlayerProp, currentTeam.Code}});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to get the team mates.
|
|
/// </summary>
|
|
/// <param name="player">The player to get the team mates of.</param>
|
|
/// <param name="teamMates">The team mates array to fill.</param>
|
|
/// <returns>If successful or not.</returns>
|
|
public static bool TryGetTeamMates(this Player player, out Player[] teamMates)
|
|
{
|
|
return PhotonTeamsManager.Instance.TryGetTeamMatesOfPlayer(player, out teamMates);
|
|
}
|
|
}
|
|
} |