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