mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
68 lines
1.4 KiB
C#
68 lines
1.4 KiB
C#
using UnityEngine;
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using Mirror;
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using SanAndreasUnity.Net;
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using SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.Chat
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{
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public class ChatSync : NetworkBehaviour
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{
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Player m_player;
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public static event System.Action<Player, string> onChatMessageReceivedOnServer = delegate {};
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public static event System.Action<ChatMessage> onChatMessageReceivedOnLocalPlayer = delegate {};
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void Awake()
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{
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m_player = this.GetComponentOrThrow<Player>();
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}
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[Command]
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void CmdChatMsg( string msg ) {
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Player p = m_player;
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// Remove tags.
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msg = msg.Replace ("<", ""); // the only easy way :D
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msg = msg.Replace (">", "");
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// msg = msg.Replace ("<color", "color");
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// msg = msg.Replace ("<size", "size");
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// msg = msg.Replace ("<b>", "");
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// msg = msg.Replace ("<i>", "");
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// msg = msg.Replace (">", "\\>");
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// Forward this message to all clients including the sender.
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// ChatManager.SendChatMessageToAllPlayers( msg, p.playerName );
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onChatMessageReceivedOnServer( p, msg );
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}
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public void SendChatMsgToServer( string msg )
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{
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this.CmdChatMsg(msg);
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}
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[TargetRpc]
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void TargetChatMsg( NetworkConnection conn, string msg, string sender ) {
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if (!this.isLocalPlayer) {
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return;
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}
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onChatMessageReceivedOnLocalPlayer (new ChatMessage (msg, sender));
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}
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public void SendChatMsgToClient( NetworkConnection conn, string msg, string sender )
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{
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this.TargetChatMsg(conn, msg, sender);
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}
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}
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}
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