Partially implement lobby ui, fix ui pointers on network rig

This commit is contained in:
2024-09-09 16:31:08 +02:00
parent d7eb1e65d2
commit 8529ebb4a9
20 changed files with 4229 additions and 917 deletions

View File

@@ -0,0 +1,81 @@
using HurricaneVR.Framework.Core.UI;
using Sirenix.OdinInspector;
using TMPro;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.UI;
using Zenject;
public class LobbyMenuUI : MonoBehaviour
{
[Title("Debug")]
[Inject]
[ReadOnly]
private HVRInputModule uiInput;
[Inject]
[ReadOnly]
private SceneManager sceneManager;
[SerializeField]
[ReadOnly]
[Inject]
private GameManager gameManager;
[SerializeField]
[ReadOnly]
private Canvas canvas;
[Title("Join or Host")]
[SerializeField]
private GameObject joinOrHost;
[SerializeField]
private TMP_InputField roomCodeInput;
[SerializeField]
private Button joinButton;
[SerializeField]
private Button hostButton;
private bool isConnected => gameManager.IsMultiplayer;
private void Start()
{
if (uiInput == null) return;
canvas = GetComponent<Canvas>();
uiInput?.AddCanvas(canvas);
joinButton.onClick.AddListener(() => JoinClicked());
hostButton.onClick.AddListener(() => HostClicked());
gameManager.OnConnected.AddListener(() => UpdateUI());
gameManager.OnDisconnected.AddListener(() => UpdateUI());
UpdateUI();
}
private void UpdateUI()
{
joinOrHost.SetActive(!isConnected);
joinButton.interactable = true;
hostButton.interactable = true;
Debug.Log(isConnected);
}
private void JoinClicked()
{
gameManager.JoinGame(roomCodeInput.text);
joinButton.interactable = false;
hostButton.interactable = false;
}
private void HostClicked()
{
gameManager.HostGame();
joinButton.interactable = false;
hostButton.interactable = false;
}
}