EnterRoom.cs 3.7 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. using Photon.Pun;
  6. using Photon.Realtime;
  7. using UnityEngine.SceneManagement;
  8. using System;
  9. using System.Linq;
  10. using Hashtable = ExitGames.Client.Photon.Hashtable;
  11. using UnityEngine.Events;
  12. public class EnterRoom : MonoBehaviourPunCallbacks
  13. {
  14. [Header("Room ID InputField")]
  15. public InputField RoomIDInputField;
  16. [Header("Animator")]
  17. public Animator anim;
  18. [Header("Room screen")]
  19. public RoomManager roomManager;
  20. [Header("Enter Room Button")]
  21. public Button EnterRoomButton;
  22. Image EnterRoomButtonImage;
  23. private void Start()
  24. {
  25. EnterRoomButtonImage = EnterRoomButton.GetComponent<Image>();
  26. }
  27. public void SetUpEnterRoom()
  28. {
  29. if (this.gameObject.activeSelf)
  30. {
  31. return;
  32. }
  33. RoomIDInputField.text = "";
  34. this.gameObject.SetActive(true);
  35. anim.SetInteger("Open", 1);
  36. anim.SetInteger("Close", 0);
  37. }
  38. public void Close_(bool playSE)
  39. {
  40. if (playSE)
  41. {
  42. Opening.instance.PlayCancelSE();
  43. }
  44. anim.SetInteger("Open", 0);
  45. anim.SetInteger("Close", 1);
  46. }
  47. public void Off()
  48. {
  49. this.gameObject.SetActive(false);
  50. }
  51. bool canClick = true;
  52. public void OnClickEnterRoomButton()
  53. {
  54. if (CanClickEnterRoomButton() && canClick)
  55. {
  56. ContinuousController.instance.StartCoroutine(JoinRoomCoroutine());
  57. }
  58. }
  59. IEnumerator JoinRoomCoroutine()
  60. {
  61. canClick = false;
  62. if (!PhotonNetwork.IsConnectedAndReady)
  63. {
  64. yield return ContinuousController.instance.StartCoroutine(PhotonUtility.ConnectToMasterServerCoroutine());
  65. }
  66. yield return new WaitUntil(() => PhotonNetwork.IsConnectedAndReady);
  67. if (!PhotonNetwork.InLobby)
  68. {
  69. PhotonNetwork.JoinLobby();
  70. }
  71. yield return new WaitUntil(() => PhotonNetwork.InLobby && PhotonNetwork.IsConnectedAndReady);
  72. PhotonNetwork.JoinRoom(RoomIDInputField.text + "-" + ContinuousController.instance.useBanlist);
  73. canClick = true;
  74. }
  75. public override void OnJoinedRoom()
  76. {
  77. ContinuousController.instance.isAI = false;
  78. ContinuousController.instance.isRandomMatch = false;
  79. roomManager.SetUpRoom();
  80. Close_(false);
  81. }
  82. public override void OnJoinRoomFailed(short returnCode, string message)
  83. {
  84. Debug.Log($"{returnCode} - {message}");
  85. Opening.instance.PlayDecisionSE();
  86. Opening.instance.SetUpActiveYesNoObject(
  87. new List<UnityAction>() { null },
  88. new List<string>() { "OK" },
  89. LocalizeUtility.GetLocalizedString(
  90. EngMessage: "Error!\nThe room could not be found.",
  91. JpnMessage: "エラー!\nルームが見つかりませんでした"
  92. ),
  93. true);
  94. }
  95. bool CanClickEnterRoomButton()
  96. {
  97. if (!string.IsNullOrEmpty(RoomIDInputField.text))
  98. {
  99. if (RoomIDInputField.text.Length == 5)
  100. {
  101. return true;
  102. }
  103. }
  104. return false;
  105. }
  106. private void Update()
  107. {
  108. if (CanClickEnterRoomButton())
  109. {
  110. EnterRoomButton.enabled = true;
  111. if (EnterRoomButtonImage != null)
  112. {
  113. EnterRoomButtonImage.color = Color.white;
  114. }
  115. }
  116. else
  117. {
  118. EnterRoomButton.enabled = false;
  119. if (EnterRoomButtonImage != null)
  120. {
  121. EnterRoomButtonImage.color = new Color32(144, 144, 144, 255);
  122. }
  123. }
  124. }
  125. }