topical media & game development
lib-unity-tutorial-network-m2h-Assets-Example3-LobbyChat.js / js
/*
* This file is part of the Unity networking tutorial by M2H (http://www.M2H.nl)
* The original author of this code is Mike Hergaarden, even though some small parts
* are copied from the Unity tutorials/manuals.
* Feel free to use this code for your own projects, drop us a line if you made something exciting!
*/
#pragma strict
public var usingChat : boolean = false; //Can be used to determine if we need to stop player movement since we're chatting
var skin : GUISkin; //Skin
var showChat : boolean= false; //Show/Hide the chat
//Private vars used by the script
private var inputField : String= "";
private var scrollPosition : Vector2;
private var width : int= 500;
private var height : int= 180;
private var playerName : String;
private var lastUnfocus : float =0;
private var window : Rect;
//Server-only playerlist
private var playerList = new ArrayList();
class LobbyPlayerNode {
var playerName : String;
var networkPlayer : NetworkPlayer;
}
private var chatEntries = new ArrayList();
class LobbyChatEntry
{
var name : String= "";
var text : String= "";
}
//Client function
function OnConnectedToServer() {
ShowChatWindow();
networkView.RPC ("TellServerOurName", RPCMode.Server, playerName);
// //We could have also announced ourselves:
// addGameChatMessage(playerName" joined the chat");
// //But using "TellServer.." we build a list of active players which we can use it for other stuff.
}
//Server function
function OnServerInitialized() {
ShowChatWindow();
//I wish Unity supported sending an RPC to the server itself :( (Like OnConnectedToServer();)
var newEntry : LobbyPlayerNode = new LobbyPlayerNode();
newEntry.playerName=playerName;
newEntry.networkPlayer=Network.player;
playerList.Add(newEntry);
addGameChatMessage(playerName+" joined the chat");
}
//Server function
function OnPlayerDisconnected(player: NetworkPlayer) {
addGameChatMessage("Player disconnected from: " + player.ipAddress+":" + player.port);
//Remove player from the server list
for(var entry : LobbyPlayerNode in playerList){
if(entry.networkPlayer==player){
playerList.Remove(entry);
break;
}
}
}
function OnDisconnectedFromServer(){
CloseChatWindow();
}
//Server function
function OnPlayerConnected(player: NetworkPlayer) {
addGameChatMessage("Player connected from: " + player.ipAddress +":" + player.port);
}
@RPC
//Sent by newly connected clients, recieved by server
function TellServerOurName(name : String, info : NetworkMessageInfo){
var newEntry : LobbyPlayerNode = new LobbyPlayerNode();
newEntry.playerName=name;
newEntry.networkPlayer=info.sender;
playerList.Add(newEntry);
addGameChatMessage(name+" joined the chat");
}
function Awake(){
window = Rect(Screen.width/2-width/2, Screen.height-height+5, width, height);
}
function CloseChatWindow ()
{
showChat = false;
inputField = "";
chatEntries = new ArrayList();
}
function ShowChatWindow ()
{
//We get the name from the previous masterserver example, if you entered your name there ;).
playerName = PlayerPrefs.GetString("playerName", "");
if(!playerName || playerName==""){
playerName = "RandomName"+Random.Range(1,999);
}
showChat = true;
inputField = "";
chatEntries = new ArrayList();
}
function OnGUI ()
{
if(!showChat){
return;
}
GUI.skin = skin;
if (Event.current.type == EventType.keyDown && Event.current.character == "\n" && inputField.Length <= 0)
{
if(lastUnfocus+0.25<Time.time){
usingChat=true;
GUI.FocusWindow(5);
GUI.FocusControl("Chat input field");
}
}
window = GUI.Window (5, window, GlobalChatWindow, "");
}
function GlobalChatWindow (id : int) {
GUILayout.BeginVertical();
GUILayout.Space(10);
GUILayout.EndVertical();
// Begin a scroll view. All rects are calculated automatically -
// it will use up any available screen space and make sure contents flow correctly.
// This is kept small with the last two parameters to force scrollbars to appear.
scrollPosition = GUILayout.BeginScrollView (scrollPosition);
for (var entry : LobbyChatEntry in chatEntries)
{
GUILayout.BeginHorizontal();
if(entry.name==""){//Game message
GUILayout.Label (entry.text);
}else{
GUILayout.Label (entry.name+": "+entry.text);
}
GUILayout.EndHorizontal();
GUILayout.Space(3);
}
// End the scrollview we began above.
GUILayout.EndScrollView ();
if (Event.current.type == EventType.keyDown && Event.current.character == "\n" && inputField.Length > 0)
{
HitEnter(inputField);
}
GUI.SetNextControlName("Chat input field");
inputField = GUILayout.TextField(inputField);
if(Input.GetKeyDown("mouse 0")){
if(usingChat){
usingChat=false;
GUI.UnfocusWindow ();//Deselect chat
lastUnfocus=Time.time;
}
}
}
function HitEnter(msg : String){
msg = msg.Replace("\n", "");
networkView.RPC("ApplyGlobalChatText", RPCMode.All, playerName, msg);
inputField = ""; //Clear line
GUI.UnfocusWindow ();//Deselect chat
lastUnfocus=Time.time;
usingChat=false;
}
@RPC
function ApplyGlobalChatText (name : String, msg : String)
{
var entry = new LobbyChatEntry();
entry.name = name;
entry.text = msg;
chatEntries.Add(entry);
//Remove old entries
if (chatEntries.Count > 4){
chatEntries.RemoveAt(0);
}
scrollPosition.y = 1000000;
}
//Add game messages etc
function addGameChatMessage(str : String){
ApplyGlobalChatText("", str);
if(Network.connections.length>0){
networkView.RPC("ApplyGlobalChatText", RPCMode.Others, "", str);
}
}
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.