mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
114 lines
2.6 KiB
C#
114 lines
2.6 KiB
C#
|
using UnityEngine;
|
|||
|
using SanAndreasUnity.Net;
|
|||
|
|
|||
|
namespace SanAndreasUnity.Chat
|
|||
|
{
|
|||
|
|
|||
|
|
|||
|
public class ChatMessage
|
|||
|
{
|
|||
|
public ChatMessage (string msg, string sender)
|
|||
|
{
|
|||
|
this.msg = msg;
|
|||
|
this.sender = sender;
|
|||
|
}
|
|||
|
|
|||
|
public string msg = "";
|
|||
|
public string sender = "";
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public class ChatManager : MonoBehaviour
|
|||
|
{
|
|||
|
|
|||
|
public static ChatManager singleton { get ; private set ; }
|
|||
|
public string serverChatNick = "<color=green>Server</color>";
|
|||
|
public static event System.Action<ChatMessage> onChatMessage = delegate {};
|
|||
|
|
|||
|
|
|||
|
void Awake ()
|
|||
|
{
|
|||
|
|
|||
|
singleton = this;
|
|||
|
|
|||
|
onChatMessage += (ChatMessage chatMsg) => Debug.Log ("<color=blue>" + chatMsg.sender + "</color> : " + chatMsg.msg);
|
|||
|
|
|||
|
ChatSync.onChatMessageReceivedOnServer += (Player p, string msg) => SendChatMessageToAllPlayers( msg, "player " + p.netId ) ;
|
|||
|
ChatSync.onChatMessageReceivedOnLocalPlayer += (ChatMessage chatMsg) => onChatMessage (chatMsg);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
void OnSceneChanged( SanAndreasUnity.Behaviours.SceneChangedMessage info ) {
|
|||
|
|
|||
|
if (NetStatus.IsServer) {
|
|||
|
SendChatMessageToAllPlayersAsServer ("Map changed to " + info.s2.name + ".");
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public static void SendChatMessageToAllPlayersAsServer( string msg ) {
|
|||
|
|
|||
|
if (NetStatus.IsServerStarted) {
|
|||
|
SendChatMessageToAllPlayers (msg, singleton.serverChatNick);
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
public static void SendChatMessageToAllPlayersAsLocalPlayer( string msg ) {
|
|||
|
|
|||
|
if (null == Player.Local) {
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
var chatSync = Player.Local.GetComponent<ChatSync> ();
|
|||
|
if (chatSync != null) {
|
|||
|
chatSync.SendChatMsgToServer (msg);
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
/// <summary> Use only on server. </summary>
|
|||
|
public static void SendChatMessageToAllPlayers( string msg, string sender ) {
|
|||
|
|
|||
|
if (!NetStatus.IsServerStarted)
|
|||
|
return;
|
|||
|
|
|||
|
foreach (var player in Player.AllPlayers) {
|
|||
|
SendChatMessageToPlayer ( player, msg, sender );
|
|||
|
}
|
|||
|
|
|||
|
if (!NetStatus.IsHost ()) {
|
|||
|
// running as dedicated server
|
|||
|
// we should invoke the event here, because there is no local player to receive the chat message
|
|||
|
onChatMessage( new ChatMessage(msg, sender) );
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
/// <summary> Use only on server. </summary>
|
|||
|
public static void SendChatMessageToPlayer( Player player, string msg ) {
|
|||
|
|
|||
|
if (!NetStatus.IsServerStarted)
|
|||
|
return;
|
|||
|
|
|||
|
SendChatMessageToPlayer (player, msg, singleton.serverChatNick);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
private static void SendChatMessageToPlayer( Player player, string msg, string sender ) {
|
|||
|
|
|||
|
if (!NetStatus.IsServerStarted)
|
|||
|
return;
|
|||
|
|
|||
|
var chatSync = player.GetComponent<ChatSync> ();
|
|||
|
if (chatSync != null) {
|
|||
|
chatSync.SendChatMsgToClient (player.connectionToClient, msg, sender);
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
}
|