Fixed errors and improved scripts. Players now able to join lobby and start ggame
This commit is contained in:
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@ -4,6 +4,7 @@ using System.Collections.Generic;
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using Unity.Netcode;
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using Unity.Netcode;
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using Unity.Netcode.Transports.UTP;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using UnityEngine.UI;
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public class LocalManager : MonoBehaviour
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public class LocalManager : MonoBehaviour
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@ -60,7 +61,11 @@ public class LocalManager : MonoBehaviour
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public void StartGameServer()
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public void StartGameServer()
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{
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{
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if (!NetworkManager.Singleton.IsHost) return;
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if (!NetworkManager.Singleton.IsHost) return;
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// Gets next scene name
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string nextSceneName = SceneUtility.GetScenePathByBuildIndex(nextSceneIndex);
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NetworkManager.Singleton.SceneManager.LoadScene("Multiplayer", UnityEngine.SceneManagement.LoadSceneMode.Single);
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NetworkManager.Singleton.SceneManager.LoadScene(nextSceneName, UnityEngine.SceneManagement.LoadSceneMode.Single);
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}
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}
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}
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}
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@ -0,0 +1,26 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Netcode;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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public class NetworkManagerUI : MonoBehaviour
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{
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[SerializeField] private Button hostBtn;
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[SerializeField] private Button serverBtn;
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[SerializeField] private Button clientBtn;
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private void Start()
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{
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hostBtn.onClick.AddListener(() => {
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NetworkManager.Singleton.StartHost();
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});
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serverBtn.onClick.AddListener(() => {
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NetworkManager.Singleton.StartServer();
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});
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clientBtn.onClick.AddListener(() => {
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NetworkManager.Singleton.StartClient();
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});
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}
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}
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@ -0,0 +1,52 @@
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using Netcode.Transports.Facepunch;
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using Steamworks;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using Unity.Netcode.Transports.UTP;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class NetworkSetup : MonoBehaviour
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{
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[SerializeField] private Button LocalBtn;
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[SerializeField] private Button SteamBtn;
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[SerializeField] private GameObject ButtonsHolder;
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[SerializeField] private GameObject LoadingText;
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private void OnEnable()
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{
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LocalBtn.onClick.AddListener(OnLocalClicked);
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SteamBtn.onClick.AddListener(OnSteamClicked);
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}
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private void OnLocalClicked()
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{
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LoadingText.SetActive(true);
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ButtonsHolder.SetActive(false);
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var transport = NetworkManager.Singleton.gameObject.AddComponent<UnityTransport>();
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NetworkManager.Singleton.NetworkConfig.NetworkTransport = transport;
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NextScene();
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}
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private void OnSteamClicked()
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{
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LoadingText.SetActive(true);
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ButtonsHolder.SetActive(false);
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var transport = NetworkManager.Singleton.gameObject.AddComponent<FacepunchTransport>();
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NetworkManager.Singleton.NetworkConfig.NetworkTransport = transport;
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NextScene();
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}
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private void NextScene()
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{
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int currentScene = SceneManager.GetActiveScene().buildIndex;
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SceneManager.LoadScene(++currentScene);
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}
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}
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@ -0,0 +1,27 @@
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine;
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public class SteamVsLocalUI : MonoBehaviour
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{
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[SerializeField] private GameObject LocalUiHolder;
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[SerializeField] private GameObject SteamUiHolder;
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private void Start()
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{
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bool isLocal = NetworkManager.Singleton.NetworkConfig.NetworkTransport is UnityTransport;
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if (isLocal)
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{
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LocalUiHolder.SetActive(true);
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SteamUiHolder.SetActive(false);
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}
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else
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{
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LocalUiHolder.SetActive(false);
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SteamUiHolder.SetActive(true);
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}
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}
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}
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serializedVersion: 2
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path: Assets/Scenes/MainMenu.unity
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path: Assets/Scenes/MultiplayerTestingScenes/Multi-SetupLoad.unity
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