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

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@@ -1,5 +1,7 @@
using HurricaneVR.Framework.Components;
using HurricaneVR.Framework.ControllerInput;
using HurricaneVR.Framework.Core.Player;
using HurricaneVR.Framework.Core.UI;
using Meta.XR.MultiplayerBlocks.NGO;
using Sirenix.OdinInspector;
using System.Collections;
@@ -40,7 +42,7 @@ public class PlayerComponent : NetworkBehaviour
public Vector3 Position => controller.transform.position;
public Vector3 Rotation => controller.transform.eulerAngles;
public Vector3 Rotation => controller.Camera.forward;
private bool isSoloRig => !networkObject.IsPlayerObject;
private bool isMultiplayerLocalRig => networkObject.IsLocalPlayer;
@@ -67,6 +69,14 @@ public class PlayerComponent : NetworkBehaviour
{
StartCoroutine(AddDontDestroyToDependencies());
if (isSoloRig || isMultiplayerLocalRig)
{
foreach (var pointer in GetComponentsInChildren<HVRUIPointer>())
{
HVRInputModule.Instance.AddPointer(pointer);
}
}
if (!isSoloRig) return;
audioListener.enabled = true;

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@@ -6,19 +6,28 @@ using UnityEngine;
public class PlayerInputsCompoment : HVRPlayerInputs
{
protected bool EnableMouseLook;
protected bool EnableMouseLook = false;
protected override void UpdateInput()
{
base.UpdateInput();
EnableMouseLook = !Input.GetKey(KeyCode.LeftAlt);
if (Input.GetKey(KeyCode.LeftAlt))
{
EnableMouseLook = !EnableMouseLook;
}
}
protected override Vector2 GetMouse(out bool mouseDown)
{
mouseDown = EnableMouseLook;
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
if (EnableMouseLook)
{
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
}
return Vector2.zero;
}
protected override bool GetIsJumpActivated()

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@@ -4,6 +4,7 @@ using Unity.Netcode;
using UnityEngine;
using Zenject;
using ParrelSync;
using UnityEngine.Events;
public class GameManager : NetworkBehaviour
{
@@ -28,8 +29,13 @@ public class GameManager : NetworkBehaviour
public bool IsMultiplayer => networkManager.IsHost || networkManager.IsClient;
public UnityEvent OnConnected;
public UnityEvent OnDisconnected;
private void Start()
{
networkManager.OnClientStarted += OnClientStarted;
networkManager.OnClientStopped += OnClientStopped;
networkManager.OnClientConnectedCallback += OnClientConnectedCallback;
networkManager.OnClientDisconnectCallback += OnClientDisconnectCallback;
@@ -37,15 +43,35 @@ public class GameManager : NetworkBehaviour
{
if (ClonesManager.IsClone())
{
networkManager.StartClient();
JoinGame("");
}
else
{
networkManager.StartHost();
HostGame();
}
}
}
public void JoinGame(string code)
{
networkManager.StartClient();
}
public void HostGame()
{
networkManager.StartHost();
}
private void OnClientStarted()
{
OnConnected?.Invoke();
}
private void OnClientStopped(bool wasHost)
{
OnDisconnected?.Invoke();
}
private void OnClientConnectedCallback(ulong clientId)
{
Debug.Log($"Client-{clientId} is connected and can spawn {nameof(NetworkObject)}s.");
@@ -63,7 +89,7 @@ public class GameManager : NetworkBehaviour
if (toSolo)
{
soloRig.Toggle(toSolo);
soloRig.Teleport(multiplayerRig.Position, multiplayerRig.Position);
soloRig.Teleport(multiplayerRig.Position, multiplayerRig.Rotation);
multiplayerRig.DestroyDependencies();
multiplayerRig = null;
}
@@ -73,7 +99,7 @@ public class GameManager : NetworkBehaviour
var playerObject = networkManager.LocalClient.PlayerObject;
multiplayerRig = playerObject.GetComponent<PlayerComponent>();
multiplayerRig.Teleport(soloRig.Position, soloRig.Position);
multiplayerRig.Teleport(soloRig.Position, soloRig.Rotation);
multiplayerRig.ToggleAudioListener(true);
}

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@@ -49,8 +49,6 @@ public class SceneManager : NetworkBehaviour
{
NetworkManager.SceneManager.OnSceneEvent += OnSceneEvent;
Debug.Log("network spawn");
base.OnNetworkSpawn();
}
@@ -142,6 +140,11 @@ public class SceneManager : NetworkBehaviour
SwitchToScene(forgeLevel.sceneName);
}
public void SwitchToLevel(Level level)
{
SwitchToScene(level.sceneName);
}
private void SwitchToScene(string sceneName)
{
if (isMultiplayer)

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@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
public class LevelItemUI : MonoBehaviour
@@ -27,6 +28,8 @@ public class LevelItemUI : MonoBehaviour
[SerializeField]
private Image backgroundImage;
public UnityEvent<Level> OnClicked;
public void Setup(Level level, bool isLocked)
{
this.level = level;
@@ -35,4 +38,10 @@ public class LevelItemUI : MonoBehaviour
nameText.text = level.levelName;
difficultyText.text = "0";
}
[Button]
public void OnButtonClicked()
{
OnClicked?.Invoke(level);
}
}

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@@ -4,10 +4,12 @@ using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Zenject;
public class LevelMenuUI : MonoBehaviour
{
[Title("Debug")]
[Inject]
[ReadOnly]
private HVRInputModule uiInput;
@@ -16,6 +18,11 @@ public class LevelMenuUI : MonoBehaviour
[ReadOnly]
private SceneManager sceneManager;
[SerializeField]
[ReadOnly]
private Canvas canvas;
[Title("Selection")]
[SerializeField]
private GameObject levelSelection;
@@ -23,11 +30,26 @@ public class LevelMenuUI : MonoBehaviour
private GameObject levelSelectionContent;
[SerializeField]
[ReadOnly]
private Canvas canvas;
private GameObject levelItemPrefab;
[Title("Detail")]
[SerializeField]
private GameObject levelDetail;
[SerializeField]
private GameObject levelItemPrefab;
private LevelItemUI levelDetailUI;
[SerializeField]
[ReadOnly]
private Level selectedLevel;
[SerializeField]
private Button backButton;
[SerializeField]
private Button startButton;
private bool isDetailVisible => selectedLevel != null;
private void Start()
{
@@ -36,13 +58,26 @@ public class LevelMenuUI : MonoBehaviour
canvas = GetComponent<Canvas>();
uiInput?.AddCanvas(canvas);
backButton.onClick.AddListener(() => BackClicked());
startButton.onClick.AddListener(() => StartClicked());
UpdateLevelSelection();
UpdateUI();
}
private void UpdateUI()
{
levelSelection.SetActive(!isDetailVisible);
levelDetail.SetActive(isDetailVisible);
backButton.gameObject.SetActive(isDetailVisible);
}
private void UpdateLevelSelection()
{
foreach (Transform transform in levelSelectionContent.transform)
{
var item = transform.gameObject.GetComponent<LevelItemUI>();
item.OnClicked.RemoveAllListeners();
Destroy(transform.gameObject);
}
@@ -51,7 +86,27 @@ public class LevelMenuUI : MonoBehaviour
var go = Instantiate(levelItemPrefab);
go.name = level.name;
go.transform.SetParent(levelSelectionContent.transform, false);
go.GetComponent<LevelItemUI>().Setup(level, false);
var item = go.GetComponent<LevelItemUI>();
item.Setup(level, false);
item.OnClicked.AddListener(OnLevelSelected);
}
}
private void OnLevelSelected(Level level)
{
selectedLevel = level;
levelDetailUI.Setup(level, false);
UpdateUI();
}
private void BackClicked()
{
selectedLevel = null;
UpdateUI();
}
private void StartClicked()
{
sceneManager.SwitchToLevel(selectedLevel);
}
}

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@@ -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;
}
}

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@@ -0,0 +1,11 @@
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