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jonas
2024-10-29 17:16:17 +01:00
commit 537f1d77fb
1074 changed files with 303521 additions and 0 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
//this script stors the selected color to the playerprefs
public class ColorButton : MonoBehaviour
{
[SerializeField] Color buttonColor;
[SerializeField] GameObject nameInput;
private void Start()
{
GetComponent<Image>().color = buttonColor;
GetComponent<Button>().onClick.AddListener(() =>
{
PlayerPrefs.SetFloat("playerColorR", buttonColor.r);
PlayerPrefs.SetFloat("playerColorG", buttonColor.g);
PlayerPrefs.SetFloat("playerColorB", buttonColor.b);
PlayerPrefs.Save();
transform.parent.parent.gameObject.SetActive(false);
changeScene();
});
}
public void changeScene()
{
//if the name has already been set, change the scene
if (nameInput.activeInHierarchy == false)
{
SceneManager.LoadScene("RoomCreation");
}
}
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
//this script stores the input name to the playerprefs
public class NameInputKeyboard : MonoBehaviour
{
[SerializeField] private Button enterButton;
[SerializeField] private TMP_Text inputText;
[SerializeField] private GameObject keyboardObject;
[SerializeField] private GameObject colorInput;
private void Start()
{
enterButton.onClick.AddListener( () =>
{
SetName(inputText.text);
keyboardObject.SetActive(false);
changeScene();
});
}
public void SetName(string name)
{
PlayerPrefs.SetString("playerName", name);
PlayerPrefs.Save();
}
public void changeScene()
{
//if the color has already been select, change the scene
if (colorInput.activeInHierarchy == false)
{
SceneManager.LoadScene("RoomCreation");
}
}
}
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using SimpleFileBrowser;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
//this script is in the room creation scene and provides functions to load a vrc save files
public class LoadSafedFiles : MonoBehaviour
{
[SerializeField] private TMP_Text infoText;
private void Start()
{
try
{
//add click listener to the button
GetComponent<Button>().onClick.AddListener(() =>
{
OpenObjLoadingDialog();
});
}
catch
{
}
}
//if a save file is loaded the current client be made a host (server + client)
private void InitializeNetworkData(string path)
{
PlayerPrefs.SetString("path", path);
PlayerPrefs.SetString("status", "host");
PlayerPrefs.Save();
SceneManager.LoadScene("ClassRoom");
}
// see OBJLoader (same logic)
private void OpenObjLoadingDialog()
{
SimpleFileBrowser.FileBrowser.SetFilters(false, new FileBrowser.Filter("VRC", ".vrc"));
SimpleFileBrowser.FileBrowser.ShowLoadDialog((path) => { InitializeNetworkData(path[0]); }, () => { }, FileBrowser.PickMode.Files, allowMultiSelection: false, initialPath: "C:\\vrcsaves");
GameObject fileExplorerObject = GameObject.Find("SimpleFileBrowserCanvas(Clone)");
GameObject mainCameraObj = Camera.main.gameObject;
fileExplorerObject.transform.rotation = mainCameraObj.transform.rotation;
Vector3 localRot = Quaternion.ToEulerAngles(fileExplorerObject.transform.localRotation);
localRot.z = 0;
localRot.x = 0;
fileExplorerObject.transform.localRotation = Quaternion.EulerAngles(localRot);
Vector3 positionVector = mainCameraObj.transform.position + mainCameraObj.transform.forward * 2 - fileExplorerObject.transform.right * 1.25f;
positionVector.y = 0;
fileExplorerObject.transform.position = positionVector;
}
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using System.Net;
using System.Net.Sockets;
public class NetworkHostFunction : MonoBehaviour
{
// Start is called before the first frame update
public void Start()
{
GetComponent<Button>().onClick.AddListener(() =>
{
setNetworkData();
SceneManager.LoadScene("ClassRoom");
});
}
//make the current client host (client + server at the same time)
public void setNetworkData()
{
PlayerPrefs.SetString("status", "host");
PlayerPrefs.Save();
}
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Text.RegularExpressions;
using System.Net.Sockets;
public class NetworkJoinFunction : MonoBehaviour
{
[SerializeField] private Button enterButton;
[SerializeField] private TMP_Text inputText;
[SerializeField] private TMP_Text infoText;
// Start is called before the first frame update
public void Start()
{
enterButton.onClick.AddListener(() =>
{
//check if there ip entered is valid
//for any reason the keyboard of blackwhale studios creates zero width whitespaces, this must be cleared!
//https://en.wikipedia.org/wiki/Zero-width_space
if (IsValidIPv4(inputText.text.Replace("\u200B", "")))
{
setNetworkData(inputText.text);
SceneManager.LoadScene("ClassRoom");
}
else
{
infoText.text = "Die Eingabe scheint keine valide IPv4-Adresse zu sein.\n Bitte berprfe deine Eingabe und achte drauf, die Zieladresse wie folgt anzugeben \n 127.0.0.1";
}
});
}
public bool IsValidIPv4(string ipAddress)
{
//the pattern that a valid ipv4 must match
string pattern = @"^(25[0-5]|2[0-4][0-9]|[01]?[0-9][0-9]?)\.(25[0-5]|2[0-4][0-9]|[01]?[0-9][0-9]?)\.(25[0-5]|2[0-4][0-9]|[01]?[0-9][0-9]?)\.(25[0-5]|2[0-4][0-9]|[01]?[0-9][0-9]?)$";
Regex regex = new Regex(pattern);
return regex.IsMatch(ipAddress);
}
//just make the current client a client (no server/host etc.)
public void setNetworkData(string hostadress)
{
PlayerPrefs.SetString("hostadress", hostadress.Replace("\u200B", ""));
PlayerPrefs.SetString("status", "client");
PlayerPrefs.Save();
}
}
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