Implemented Steamlobby manager with player support
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162
Assets/Scripts/Steam/SteamLobbyWithPlayer.cs
Normal file
162
Assets/Scripts/Steam/SteamLobbyWithPlayer.cs
Normal file
@ -0,0 +1,162 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
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||||
using System.Threading.Tasks;
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||||
using Steamworks;
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using Steamworks.Data;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.UI;
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public class SteamLobbyWithPlayer : MonoBehaviour
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{
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public static Lobby CurrentLobby;
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public static bool UserInLobby;
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public UnityEvent onLobbyCreated;
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public UnityEvent onLobbyJoined;
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public UnityEvent onLobbyLeave;
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public Dictionary<SteamId, GameObject> inLobby = new();
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public GameObject playerPrefab;
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private void Start()
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{
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DontDestroyOnLoad(this);
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SteamMatchmaking.OnLobbyCreated += OnLobbyCreatedCallBack;
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SteamMatchmaking.OnLobbyEntered += OnLobbyEntered;
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SteamMatchmaking.OnLobbyMemberJoined += OnLobbyMemberJoined;
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// SteamMatchmaking.OnChatMessage += OnChatMessage;
|
||||
SteamMatchmaking.OnLobbyMemberDisconnected += OnLobbyMemberDisconnected;
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SteamMatchmaking.OnLobbyMemberLeave += OnLobbyMemberDisconnected;
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SteamMatchmaking.OnLobbyGameCreated += OnLobbyGameCreated;
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||||
SteamFriends.OnGameLobbyJoinRequested += OnGameLobbyJoinRequest;
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||||
SteamMatchmaking.OnLobbyInvite += OnLobbyInvite;
|
||||
CreateLobbyAsync();
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||||
}
|
||||
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||||
private void OnLobbyInvite(Friend friend, Lobby lobby)
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{
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Debug.Log($"{friend.Name} invited you to his lobby.");
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}
|
||||
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private void OnLobbyGameCreated(Lobby lobby, uint ip, ushort port, SteamId id)
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{
|
||||
}
|
||||
private async void OnLobbyMemberJoined(Lobby lobby, Friend friend)
|
||||
{
|
||||
Debug.Log($"{friend.Name} joined the lobby");
|
||||
GameObject obj = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
|
||||
inLobby.Add(friend.Id, obj);
|
||||
}
|
||||
private void OnLobbyMemberDisconnected(Lobby lobby, Friend friend)
|
||||
{
|
||||
Debug.Log($"{friend.Name} left the lobby");
|
||||
Debug.Log($"New lobby owner is {CurrentLobby.Owner}");
|
||||
if (inLobby.ContainsKey(friend.Id))
|
||||
{
|
||||
Destroy(inLobby[friend.Id]);
|
||||
inLobby.Remove(friend.Id);
|
||||
}
|
||||
}
|
||||
private async void OnGameLobbyJoinRequest(Lobby joinedLobby, SteamId id)
|
||||
{
|
||||
var joinedLobbySuccess = await joinedLobby.Join();
|
||||
if (joinedLobbySuccess != RoomEnter.Success)
|
||||
Debug.Log("failed to join lobby : " + joinedLobbySuccess);
|
||||
else
|
||||
CurrentLobby = joinedLobby;
|
||||
}
|
||||
private void OnLobbyCreatedCallBack(Result result, Lobby lobby)
|
||||
{
|
||||
if (result != Result.OK)
|
||||
{
|
||||
Debug.Log("lobby creation result not ok : " + result);
|
||||
}
|
||||
else
|
||||
{
|
||||
onLobbyCreated.Invoke();
|
||||
Debug.Log("lobby creation result ok");
|
||||
}
|
||||
}
|
||||
private async void OnLobbyEntered(Lobby lobby)
|
||||
{
|
||||
Debug.Log("Client joined the lobby");
|
||||
UserInLobby = true;
|
||||
foreach (var user in inLobby.Values) Destroy(user);
|
||||
inLobby.Clear();
|
||||
|
||||
GameObject player = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
|
||||
|
||||
inLobby.Add(SteamClient.SteamId, player);
|
||||
|
||||
foreach (var friend in CurrentLobby.Members)
|
||||
if (friend.Id != SteamClient.SteamId)
|
||||
{
|
||||
GameObject other_player = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
|
||||
|
||||
inLobby.Add(friend.Id, other_player);
|
||||
}
|
||||
|
||||
onLobbyJoined.Invoke();
|
||||
}
|
||||
public async void CreateLobbyAsync()
|
||||
{
|
||||
var result = await CreateLobby();
|
||||
if (!result)
|
||||
{
|
||||
Debug.Log("Failed to create lobby");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Lobby created");
|
||||
}
|
||||
|
||||
}
|
||||
public static async Task<bool> CreateLobby()
|
||||
{
|
||||
try
|
||||
{
|
||||
var createLobbyOutput = await SteamMatchmaking.CreateLobbyAsync();
|
||||
if (!createLobbyOutput.HasValue)
|
||||
{
|
||||
Debug.Log("Lobby created but not correctly instantiated.");
|
||||
return false;
|
||||
}
|
||||
|
||||
CurrentLobby = createLobbyOutput.Value;
|
||||
|
||||
CurrentLobby.SetPublic();
|
||||
//currentLobby.SetPrivate();
|
||||
CurrentLobby.SetJoinable(true);
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Debug.Log("Failed to create multiplayer lobby : " + exception);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
public void LeaveLobby()
|
||||
{
|
||||
try
|
||||
{
|
||||
UserInLobby = false;
|
||||
CurrentLobby.Leave();
|
||||
onLobbyLeave.Invoke();
|
||||
foreach (var user in inLobby.Values) Destroy(user);
|
||||
inLobby.Clear();
|
||||
}
|
||||
catch
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if(Input.GetKeyDown(KeyCode.Return)) {
|
||||
print("OWNER?:"+CurrentLobby.Owner);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Steam/SteamLobbyWithPlayer.cs.meta
Normal file
11
Assets/Scripts/Steam/SteamLobbyWithPlayer.cs.meta
Normal file
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 96a44475794fb6445a6f3c4b9ee13966
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DefaultImporter:
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externalObjects: {}
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userData:
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externalObjects: {}
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userData:
|
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assetBundleName:
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assetBundleVariant:
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Loading…
Reference in New Issue
Block a user