LethalCompany/Lethal Company/ExportedProject/Assets/Scripts/Assembly-CSharp/LobbySlot.cs

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2023-12-22 22:51:17 +00:00
using Steamworks;
using Steamworks.Data;
using TMPro;
using UnityEngine;
public class LobbySlot : MonoBehaviour
{
public MenuManager menuScript;
public TextMeshProUGUI LobbyName;
public TextMeshProUGUI playerCount;
public SteamId lobbyId;
public Lobby thisLobby;
private static Coroutine timeOutLobbyRefreshCoroutine;
private void Awake()
{
menuScript = Object.FindObjectOfType<MenuManager>();
}
public void JoinButton()
{
if (!GameNetworkManager.Instance.waitingForLobbyDataRefresh)
{
JoinLobbyAfterVerifying(thisLobby, lobbyId);
}
}
public static void JoinLobbyAfterVerifying(Lobby lobby, SteamId lobbyId)
{
if (GameNetworkManager.Instance.waitingForLobbyDataRefresh)
{
return;
}
MenuManager menuManager = Object.FindObjectOfType<MenuManager>();
if (!(menuManager == null))
{
menuManager.serverListUIContainer.SetActive(value: false);
menuManager.menuButtons.SetActive(value: true);
Debug.Log($"Lobby id joining: {lobbyId}");
SteamMatchmaking.OnLobbyDataChanged += OnLobbyDataRefresh;
GameNetworkManager.Instance.waitingForLobbyDataRefresh = true;
Debug.Log("refreshing lobby...");
if (lobby.Refresh())
{
timeOutLobbyRefreshCoroutine = GameNetworkManager.Instance.StartCoroutine(GameNetworkManager.Instance.TimeOutLobbyRefresh());
Debug.Log("Waiting for lobby data refresh");
Object.FindObjectOfType<MenuManager>().SetLoadingScreen(isLoading: true);
}
else
{
Debug.Log("Could not refresh lobby");
SteamMatchmaking.OnLobbyDataChanged -= OnLobbyDataRefresh;
Object.FindObjectOfType<MenuManager>().SetLoadingScreen(isLoading: false, RoomEnter.Error, "Error! Could not get the lobby data. Are you offline?");
}
}
}
public static void OnLobbyDataRefresh(Lobby lobby)
{
if (timeOutLobbyRefreshCoroutine != null)
{
GameNetworkManager.Instance.StopCoroutine(timeOutLobbyRefreshCoroutine);
timeOutLobbyRefreshCoroutine = null;
}
if (!GameNetworkManager.Instance.waitingForLobbyDataRefresh)
{
Debug.Log("Not waiting for lobby data refresh; returned");
return;
}
GameNetworkManager.Instance.waitingForLobbyDataRefresh = false;
SteamMatchmaking.OnLobbyDataChanged -= OnLobbyDataRefresh;
Debug.Log($"Got lobby data refresh!; {lobby.Id}");
Debug.Log($"Members in lobby: {lobby.MemberCount}");
if (GameNetworkManager.Instance.LobbyDataIsJoinable(lobby))
{
GameNetworkManager.Instance.JoinLobby(lobby, lobby.Id);
}
}
private void Update()
{
}
}