SanAndreasUnity/Assets/Scripts/Chat/ChatManager.cs
2020-05-31 19:09:51 +02:00

113 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);
}
}
}
}