Player Info Setup

This commit is contained in:
brausjonas
2023-01-31 20:33:48 +01:00
parent 2d7d4d28d1
commit e0db81370b
20 changed files with 1775 additions and 247 deletions
+16 -2
View File
@@ -5,6 +5,7 @@ using System.IO;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -21,8 +22,16 @@ public class Client : MonoBehaviour
[SerializeField] private UIHandler uiHandler;
[SerializeField] private TMP_Text[] playerNameTexts;
[SerializeField] private GameObject[] playerInfo;
private void Start()
{
for (int i = 0; i < 4; i++)
{
playerInfo[i].SetActive(false);
}
client = new TcpClient("185.245.96.48", 8051);
stream = client.GetStream();
@@ -65,7 +74,7 @@ public class Client : MonoBehaviour
else
{
GameObject player = Instantiate(playerPrefab);
player.transform.position = new Vector3(job.data[2], job.data[3] + 0.5f, job.data[4]);
NoPlayablePlayer script = player.AddComponent<NoPlayablePlayer>();
@@ -74,6 +83,7 @@ public class Client : MonoBehaviour
script.dice = dice;
script.camera = cam;
}
break;
//---------------------------------------------------------
//-----Activate a Player
@@ -98,7 +108,11 @@ public class Client : MonoBehaviour
players[job.data[1]].name = Encoding.ASCII.GetString(name).Replace(" ", "");
players[job.data[1]].Init();
uiHandler.DeactivateLayout0();
playerNameTexts[job.data[1]].text = Encoding.ASCII.GetString(name).Replace(" ", "");
uiHandler.ActivateLayout1();
playerInfo[job.data[1]].SetActive(true);
break;
case 126:
@@ -69,7 +69,7 @@ public class StartHandler : MonoBehaviour
public void ButtonJoin()
{
string code = roomCodeEnter.text;
string code = roomCodeEnter.text.ToLower();
roomcode = code;
PlayerPrefs.SetString("roomcode", code);
PlayerPrefs.Save();
+4 -1
View File
@@ -5,14 +5,17 @@ using UnityEngine;
public class UIHandler : MonoBehaviour
{
[SerializeField] private GameObject layout0;
[SerializeField] private GameObject layout1;
private void Start()
{
layout1.SetActive(false);
layout0.SetActive(true);
}
public void DeactivateLayout0()
public void ActivateLayout1()
{
layout0.SetActive(false);
layout1.SetActive(true);
}
}