In this video on how to make our Among Us project multiplayer, I will show you how to network the spawn points of the players using Photon. This is done by creating new empty game objects to serve as transforms for the spawn points. We will then create a new script that holds these transform in an array. We will Change the Photon Player script to spawn the player’s avatar on the corresponding spawn point.
Unlock Code and Member Content
AU_GameController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AU_GameController : MonoBehaviour
{
public static AU_GameController instance;
public Transform[] spawnPoints;
// Start is called before the first frame update
void Start()
{
instance = this;
}
}
MyPhotonPlayer.cs
using Photon.Pun;
using Photon.Realtime;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
public class MyPhotonPlayer : MonoBehaviour
{
PhotonView myPV;
GameObject myPlayerAvatar;
Player[] allPlayers;
int myNumberInRoom;
// Start is called before the first frame update
void Start()
{
myPV = GetComponent<PhotonView>();
allPlayers = PhotonNetwork.PlayerList;
foreach(Player p in allPlayers)
{
if(p!= PhotonNetwork.LocalPlayer)
{
myNumberInRoom++;
}
}
if (myPV.IsMine)
{
myPlayerAvatar = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "AU_Player"), AU_GameController.instance.spawnPoints[myNumberInRoom].position, Quaternion.identity);
}
}
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
#region Setup
[SerializeField] GameObject joinChatButton;
ChatClient chatClient;
bool isConnected;
[SerializeField] string username;
public void UsernameOnValueChange(string valueIn)
{
username = valueIn;
}
public void ChatConnectOnClick()
{
isConnected = true;
chatClient = new ChatClient(this);
//chatClient.ChatRegion = "US";
chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
Debug.Log("Connenting");
}
#endregion Setup
#region General
[SerializeField] GameObject chatPanel;
string privateReceiver = "";
string currentChat;
[SerializeField] InputField chatField;
[SerializeField] Text chatDisplay;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (isConnected)
{
chatClient.Service();
}
if (chatField.text != "" && Input.GetKey(KeyCode.Return))
{
SubmitPublicChatOnClick();
SubmitPrivateChatOnClick();
}
}
#endregion General
#region PublicChat
public void SubmitPublicChatOnClick()
{
if (privateReceiver == "")
{
chatClient.PublishMessage("RegionChannel", currentChat);
chatField.text = "";
currentChat = "";
}
}
public void TypeChatOnValueChange(string valueIn)
{
currentChat = valueIn;
}
#endregion PublicChat
#region PrivateChat
public void ReceiverOnValueChange(string valueIn)
{
privateReceiver = valueIn;
}
public void SubmitPrivateChatOnClick()
{
if (privateReceiver != "")
{
chatClient.SendPrivateMessage(privateReceiver, currentChat);
chatField.text = "";
currentChat = "";
}
}
#endregion PrivateChat
#region Callbacks
public void DebugReturn(DebugLevel level, string message)
{
//throw new System.NotImplementedException();
}
public void OnChatStateChange(ChatState state)
{
if(state == ChatState.Uninitialized)
{
isConnected = false;
joinChatButton.SetActive(true);
chatPanel.SetActive(false);
}
}
public void OnConnected()
{
Debug.Log("Connected");
joinChatButton.SetActive(false);
chatClient.Subscribe(new string[] { "RegionChannel" });
}
public void OnDisconnected()
{
isConnected = false;
joinChatButton.SetActive(true);
chatPanel.SetActive(false);
}
public void OnGetMessages(string channelName, string[] senders, object[] messages)
{
string msgs = "";
for (int i = 0; i < senders.Length; i++)
{
msgs = string.Format("{0}: {1}", senders[i], messages[i]);
chatDisplay.text += "\n" + msgs;
Debug.Log(msgs);
}
}
public void OnPrivateMessage(string sender, object message, string channelName)
{
string msgs = "";
msgs = string.Format("(Private) {0}: {1}", sender, message);
chatDisplay.text += "\n " + msgs;
Debug.Log(msgs);
}
public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
{
throw new System.NotImplementedException();
}
public void OnSubscribed(string[] channels, bool[] results)
{
chatPanel.SetActive(true);
}
public void OnUnsubscribed(string[] channels)
{
throw new System.NotImplementedException();
}
public void OnUserSubscribed(string channel, string user)
{
throw new System.NotImplementedException();
}
public void OnUserUnsubscribed(string channel, string user)
{
throw new System.NotImplementedException();
}
#endregion Callbacks
}
For this lesson on how to make our among us project multiplayer with Photon, I will show you how to synchronize the player’s animations with the Photon Animator View. This component will make it so that all the selected parameters of our Animator are the same across all clients. We will also sync the player’s direction by turning our player controller script into an observable component.
Unlock Code and Member Content
AU_PlayerController.cs
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class AU_PlayerController : MonoBehaviour, IPunObservable
{
[SerializeField] bool hasControl;
public static AU_PlayerController localPlayer;
//Components
Rigidbody myRB;
Animator myAnim;
Transform myAvatar;
//Player movement
[SerializeField] InputAction WASD;
Vector2 movementInput;
[SerializeField] float movementSpeed;
float direction = 1;
//Player Color
static Color myColor;
SpriteRenderer myAvatarSprite;
//Player Hat
static Sprite myHatSprite;
SpriteRenderer myHatHolder;
//Role
[SerializeField] bool isImposter;
[SerializeField] InputAction KILL;
float killInput;
List<AU_PlayerController> targets;
[SerializeField] Collider myCollider;
bool isDead;
[SerializeField] GameObject bodyPrefab;
public static List<Transform> allBodies;
List<Transform> bodiesFound;
[SerializeField] InputAction REPORT;
[SerializeField] LayerMask ignoreForBody;
//Interaction
[SerializeField] InputAction MOUSE;
Vector2 mousePositionInput;
Camera myCamera;
[SerializeField] InputAction INTERACTION;
[SerializeField] LayerMask interactLayer;
//Networking
PhotonView myPV;
[SerializeField] GameObject lightMask;
[SerializeField] lightcaster myLightCaster;
private void Awake()
{
KILL.performed += KillTarget;
INTERACTION.performed += Interact;
}
private void OnEnable()
{
WASD.Enable();
KILL.Enable();
REPORT.Enable();
MOUSE.Enable();
INTERACTION.Enable();
}
private void OnDisable()
{
WASD.Disable();
KILL.Disable();
REPORT.Disable();
MOUSE.Disable();
INTERACTION.Disable();
}
// Start is called before the first frame update
void Start()
{
myPV = GetComponent<PhotonView>();
if(myPV.IsMine)
{
localPlayer = this;
}
myCamera = transform.GetChild(1).GetComponent<Camera>();
targets = new List<AU_PlayerController>();
myRB = GetComponent<Rigidbody>();
myAnim = GetComponent<Animator>();
myAvatar = transform.GetChild(0);
myAvatarSprite = myAvatar.GetComponent<SpriteRenderer>();
myHatHolder = transform.GetChild(0).GetChild(1).GetComponent<SpriteRenderer>();
if (!myPV.IsMine)
{
myCamera.gameObject.SetActive(false);
lightMask.SetActive(false);
myLightCaster.enabled = false;
return;
}
if (myColor == Color.clear)
myColor = Color.white;
myAvatarSprite.color = myColor;
if(allBodies == null)
{
allBodies = new List<Transform>();
}
bodiesFound = new List<Transform>();
if (myHatSprite != null)
myHatHolder.sprite = myHatSprite;
}
// Update is called once per frame
void Update()
{
myAvatar.localScale = new Vector2(direction, 1);
if (!myPV.IsMine)
return;
movementInput = WASD.ReadValue<Vector2>();
myAnim.SetFloat("Speed", movementInput.magnitude);
if (movementInput.x != 0)
{
direction = Mathf.Sign(movementInput.x);
}
if(allBodies.Count > 0)
{
BodySearch();
}
if(REPORT.triggered)
{
if (bodiesFound.Count == 0)
return;
Transform tempBody = bodiesFound[bodiesFound.Count - 1];
allBodies.Remove(tempBody);
bodiesFound.Remove(tempBody);
tempBody.GetComponent<AU_Body>().Report();
}
mousePositionInput = MOUSE.ReadValue<Vector2>();
}
private void FixedUpdate()
{
if (!myPV.IsMine)
return;
myRB.velocity = movementInput * movementSpeed;
}
public void SetColor(Color newColor)
{
myColor = newColor;
if (myAvatarSprite != null)
{
myAvatarSprite.color = myColor;
}
}
public void SetHat(Sprite newHat)
{
myHatSprite = newHat;
myHatHolder.sprite = myHatSprite;
}
public void SetRole(bool newRole)
{
isImposter = newRole;
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Player")
{
AU_PlayerController tempTarget = other.GetComponent<AU_PlayerController>();
if (isImposter)
{
if (tempTarget.isImposter)
return;
else
{
targets.Add(tempTarget);
}
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.tag == "Player")
{
AU_PlayerController tempTarget = other.GetComponent<AU_PlayerController>();
if (targets.Contains(tempTarget))
{
targets.Remove(tempTarget);
}
}
}
void KillTarget(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
{
if (targets.Count == 0)
return;
else
{
if (targets[targets.Count - 1].isDead)
return;
transform.position = targets[targets.Count - 1].transform.position;
targets[targets.Count - 1].Die();
targets.RemoveAt(targets.Count - 1);
}
}
}
public void Die()
{
AU_Body tempBody = Instantiate(bodyPrefab, transform.position, transform.rotation).GetComponent<AU_Body>();
tempBody.SetColor(myAvatarSprite.color);
isDead = true;
myAnim.SetBool("IsDead", isDead);
gameObject.layer = 9;
myCollider.enabled = false;
}
void BodySearch()
{
foreach(Transform body in allBodies)
{
RaycastHit hit;
Ray ray = new Ray(transform.position, body.position - transform.position);
Debug.DrawRay(transform.position, body.position - transform.position, Color.cyan);
if(Physics.Raycast(ray, out hit, 1000f, ~ignoreForBody))
{
if (hit.transform == body)
{
Debug.Log(hit.transform.name);
Debug.Log(bodiesFound.Count);
if (bodiesFound.Contains(body.transform))
return;
bodiesFound.Add(body.transform);
}
else
{
bodiesFound.Remove(body.transform);
}
}
}
}
void Interact(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
{
//Debug.Log("Here");
RaycastHit hit;
Ray ray = myCamera.ScreenPointToRay(mousePositionInput);
if (Physics.Raycast(ray, out hit,interactLayer))
{
if (hit.transform.tag == "Interactable")
{
AU_Interactable temp = hit.transform.GetComponent<AU_Interactable>();
temp.PlayMiniGame();
}
}
}
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.IsWriting)
{
stream.SendNext(direction);
}
else
{
this.direction = (float)stream.ReceiveNext();
}
}
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
#region Setup
[SerializeField] GameObject joinChatButton;
ChatClient chatClient;
bool isConnected;
[SerializeField] string username;
public void UsernameOnValueChange(string valueIn)
{
username = valueIn;
}
public void ChatConnectOnClick()
{
isConnected = true;
chatClient = new ChatClient(this);
//chatClient.ChatRegion = "US";
chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
Debug.Log("Connenting");
}
#endregion Setup
#region General
[SerializeField] GameObject chatPanel;
string privateReceiver = "";
string currentChat;
[SerializeField] InputField chatField;
[SerializeField] Text chatDisplay;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (isConnected)
{
chatClient.Service();
}
if (chatField.text != "" && Input.GetKey(KeyCode.Return))
{
SubmitPublicChatOnClick();
SubmitPrivateChatOnClick();
}
}
#endregion General
#region PublicChat
public void SubmitPublicChatOnClick()
{
if (privateReceiver == "")
{
chatClient.PublishMessage("RegionChannel", currentChat);
chatField.text = "";
currentChat = "";
}
}
public void TypeChatOnValueChange(string valueIn)
{
currentChat = valueIn;
}
#endregion PublicChat
#region PrivateChat
public void ReceiverOnValueChange(string valueIn)
{
privateReceiver = valueIn;
}
public void SubmitPrivateChatOnClick()
{
if (privateReceiver != "")
{
chatClient.SendPrivateMessage(privateReceiver, currentChat);
chatField.text = "";
currentChat = "";
}
}
#endregion PrivateChat
#region Callbacks
public void DebugReturn(DebugLevel level, string message)
{
//throw new System.NotImplementedException();
}
public void OnChatStateChange(ChatState state)
{
if(state == ChatState.Uninitialized)
{
isConnected = false;
joinChatButton.SetActive(true);
chatPanel.SetActive(false);
}
}
public void OnConnected()
{
Debug.Log("Connected");
joinChatButton.SetActive(false);
chatClient.Subscribe(new string[] { "RegionChannel" });
}
public void OnDisconnected()
{
isConnected = false;
joinChatButton.SetActive(true);
chatPanel.SetActive(false);
}
public void OnGetMessages(string channelName, string[] senders, object[] messages)
{
string msgs = "";
for (int i = 0; i < senders.Length; i++)
{
msgs = string.Format("{0}: {1}", senders[i], messages[i]);
chatDisplay.text += "\n" + msgs;
Debug.Log(msgs);
}
}
public void OnPrivateMessage(string sender, object message, string channelName)
{
string msgs = "";
msgs = string.Format("(Private) {0}: {1}", sender, message);
chatDisplay.text += "\n " + msgs;
Debug.Log(msgs);
}
public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
{
throw new System.NotImplementedException();
}
public void OnSubscribed(string[] channels, bool[] results)
{
chatPanel.SetActive(true);
}
public void OnUnsubscribed(string[] channels)
{
throw new System.NotImplementedException();
}
public void OnUserSubscribed(string channel, string user)
{
throw new System.NotImplementedException();
}
public void OnUserUnsubscribed(string channel, string user)
{
throw new System.NotImplementedException();
}
#endregion Callbacks
}
For this lesson on how to create among us in Unity, I will teach you how to create another character customization menu for changing the player’s hat. This will be similar to our player’s color Customization menu only using sprites instead of colors.
Having character customization in your game allows the players to add personality to their avatar and allows the players to become more engaged with your game. It also opens you to the possibility of adding an in-app store to your game.
To create this system we will duplicate our color menu and then change the copy into a hat menu. You can use this sprite sheet as placeholder images.
Next, we will add some navigation tabs to switch between the color menu and the hat menu.
Finally, you will need to add a new sprite object to your player prefab which will be our hat holder. This object needs to be placed at the top of the player’s head.
Unlock Code and Member Content
AU_CharacterCustomizer.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class AU_CharacterCustomizer : MonoBehaviour
{
[SerializeField] Color[] allColors;
[SerializeField] Sprite[] allHats;
[SerializeField] GameObject colorPanel;
[SerializeField] GameObject hatPanel;
[SerializeField] Button colorTabButton;
[SerializeField] Button hatTabButton;
public void SetColor(int colorIndex)
{
AU_PlayerController.localPlayer.SetColor(allColors[colorIndex]);
}
public void SetHat(int hatIndex)
{
AU_PlayerController.localPlayer.SetHat(allHats[hatIndex]);
}
public void NextScene(int sceneIndex)
{
SceneManager.LoadScene(sceneIndex);
}
public void EnableColors()
{
colorPanel.SetActive(true);
hatPanel.SetActive(false);
colorTabButton.interactable = false;
hatTabButton.interactable = true;
}
public void EnableHats()
{
colorPanel.SetActive(false);
hatPanel.SetActive(true);
colorTabButton.interactable = true;
hatTabButton.interactable = false;
}
}
AU_PlayerController.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class AU_PlayerController : MonoBehaviour
{
[SerializeField] bool hasControl;
public static AU_PlayerController localPlayer;
//Components
Rigidbody myRB;
Animator myAnim;
Transform myAvatar;
//Player movement
[SerializeField] InputAction WASD;
Vector2 movementInput;
[SerializeField] float movementSpeed;
//Player Color
[SerializeField] Color myColor;
SpriteRenderer myAvatarSprite;
//Player Hat
static Sprite myHatSprite;
SpriteRenderer myHatHolder;
//Role
[SerializeField] bool isImposter;
[SerializeField] InputAction KILL;
float killInput;
List<AU_PlayerController> targets;
[SerializeField] Collider myCollider;
bool isDead;
[SerializeField] GameObject bodyPrefab;
public static List<Transform> allBodies;
List<Transform> bodiesFound;
[SerializeField] InputAction REPORT;
[SerializeField] LayerMask ignoreForBody;
//Interaction
[SerializeField] InputAction MOUSE;
Vector2 mousePositionInput;
Camera myCamera;
[SerializeField] InputAction INTERACTION;
[SerializeField] LayerMask interactLayer;
private void Awake()
{
KILL.performed += KillTarget;
REPORT.performed += ReportBody;
INTERACTION.performed += Interact;
}
private void OnEnable()
{
WASD.Enable();
KILL.Enable();
REPORT.Enable();
MOUSE.Enable();
INTERACTION.Enable();
}
private void OnDisable()
{
WASD.Disable();
KILL.Disable();
REPORT.Disable();
MOUSE.Disable();
INTERACTION.Disable();
}
// Start is called before the first frame update
void Start()
{
if(hasControl)
{
localPlayer = this;
}
myCamera = transform.GetChild(1).GetComponent<Camera>();
targets = new List<AU_PlayerController>();
myRB = GetComponent<Rigidbody>();
myAnim = GetComponent<Animator>();
myAvatar = transform.GetChild(0);
myAvatarSprite = myAvatar.GetComponent<SpriteRenderer>();
myHatHolder = myAvatar.GetChild(1).GetComponent<SpriteRenderer>();
if (!hasControl)
return;
if (myColor == Color.clear)
myColor = Color.white;
myAvatarSprite.color = myColor;
allBodies = new List<Transform>();
bodiesFound = new List<Transform>();
if (myHatSprite != null)
myHatHolder.sprite = myHatSprite;
}
// Update is called once per frame
void Update()
{
if (!hasControl)
return;
movementInput = WASD.ReadValue<Vector2>();
myAnim.SetFloat("Speed", movementInput.magnitude);
if (movementInput.x != 0)
{
myAvatar.localScale = new Vector2(Mathf.Sign(movementInput.x), 1);
}
if(allBodies.Count > 0)
{
BodySearch();
}
mousePositionInput = MOUSE.ReadValue<Vector2>();
}
private void FixedUpdate()
{
myRB.velocity = movementInput * movementSpeed;
}
public void SetColor(Color newColor)
{
myColor = newColor;
if (myAvatarSprite != null)
{
myAvatarSprite.color = myColor;
}
}
public void SetHat(Sprite newHat)
{
myHatSprite = newHat;
myHatHolder.sprite = myHatSprite;
}
public void SetRole(bool newRole)
{
isImposter = newRole;
}
private void OnTriggerEnter(Collider other)
{
if (other.tag == "Player")
{
AU_PlayerController tempTarget = other.GetComponent<AU_PlayerController>();
if (isImposter)
{
if (tempTarget.isImposter)
return;
else
{
targets.Add(tempTarget);
}
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.tag == "Player")
{
AU_PlayerController tempTarget = other.GetComponent<AU_PlayerController>();
if (targets.Contains(tempTarget))
{
targets.Remove(tempTarget);
}
}
}
private void KillTarget(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
{
//Debug.Log(targets.Count);
if (targets.Count == 0)
return;
else
{
if (targets[targets.Count - 1].isDead)
return;
transform.position = targets[targets.Count - 1].transform.position;
targets[targets.Count - 1].Die();
targets.RemoveAt(targets.Count - 1);
}
}
}
public void Die()
{
AU_Body tempBody = Instantiate(bodyPrefab, transform.position, transform.rotation).GetComponent<AU_Body>();
tempBody.SetColor(myAvatarSprite.color);
isDead = true;
myAnim.SetBool("IsDead", isDead);
gameObject.layer = 9;
myCollider.enabled = false;
}
void BodySearch()
{
foreach(Transform body in allBodies)
{
RaycastHit hit;
Ray ray = new Ray(transform.position, body.position - transform.position);
Debug.DrawRay(transform.position, body.position - transform.position, Color.cyan);
if(Physics.Raycast(ray, out hit, 1000f, ~ignoreForBody))
{
if (hit.transform == body)
{
//Debug.Log(hit.transform.name);
//Debug.Log(bodiesFound.Count);
if (bodiesFound.Contains(body.transform))
return;
bodiesFound.Add(body.transform);
}
else
{
bodiesFound.Remove(body.transform);
}
}
}
}
private void ReportBody(InputAction.CallbackContext obj)
{
if (bodiesFound == null)
return;
if (bodiesFound.Count == 0)
return;
Transform tempBody = bodiesFound[bodiesFound.Count - 1];
allBodies.Remove(tempBody);
bodiesFound.Remove(tempBody);
tempBody.GetComponent<AU_Body>().Report();
}
void Interact(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
{
//Debug.Log("Here");
RaycastHit hit;
Ray ray = myCamera.ScreenPointToRay(mousePositionInput);
if (Physics.Raycast(ray, out hit,interactLayer))
{
if (hit.transform.tag == "Interactable")
{
if (!hit.transform.GetChild(0).gameObject.activeInHierarchy)
return;
AU_Interactable temp = hit.transform.GetComponent<AU_Interactable>();
temp.PlayMiniGame();
}
}
}
}
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
#region Setup
[SerializeField] GameObject joinChatButton;
ChatClient chatClient;
bool isConnected;
[SerializeField] string username;
public void UsernameOnValueChange(string valueIn)
{
username = valueIn;
}
public void ChatConnectOnClick()
{
isConnected = true;
chatClient = new ChatClient(this);
//chatClient.ChatRegion = "US";
chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
Debug.Log("Connenting");
}
#endregion Setup
#region General
[SerializeField] GameObject chatPanel;
string privateReceiver = "";
string currentChat;
[SerializeField] InputField chatField;
[SerializeField] Text chatDisplay;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (isConnected)
{
chatClient.Service();
}
if (chatField.text != "" && Input.GetKey(KeyCode.Return))
{
SubmitPublicChatOnClick();
SubmitPrivateChatOnClick();
}
}
#endregion General
#region PublicChat
public void SubmitPublicChatOnClick()
{
if (privateReceiver == "")
{
chatClient.PublishMessage("RegionChannel", currentChat);
chatField.text = "";
currentChat = "";
}
}
public void TypeChatOnValueChange(string valueIn)
{
currentChat = valueIn;
}
#endregion PublicChat
#region PrivateChat
public void ReceiverOnValueChange(string valueIn)
{
privateReceiver = valueIn;
}
public void SubmitPrivateChatOnClick()
{
if (privateReceiver != "")
{
chatClient.SendPrivateMessage(privateReceiver, currentChat);
chatField.text = "";
currentChat = "";
}
}
#endregion PrivateChat
#region Callbacks
public void DebugReturn(DebugLevel level, string message)
{
//throw new System.NotImplementedException();
}
public void OnChatStateChange(ChatState state)
{
if(state == ChatState.Uninitialized)
{
isConnected = false;
joinChatButton.SetActive(true);
chatPanel.SetActive(false);
}
}
public void OnConnected()
{
Debug.Log("Connected");
joinChatButton.SetActive(false);
chatClient.Subscribe(new string[] { "RegionChannel" });
}
public void OnDisconnected()
{
isConnected = false;
joinChatButton.SetActive(true);
chatPanel.SetActive(false);
}
public void OnGetMessages(string channelName, string[] senders, object[] messages)
{
string msgs = "";
for (int i = 0; i < senders.Length; i++)
{
msgs = string.Format("{0}: {1}", senders[i], messages[i]);
chatDisplay.text += "\n" + msgs;
Debug.Log(msgs);
}
}
public void OnPrivateMessage(string sender, object message, string channelName)
{
string msgs = "";
msgs = string.Format("(Private) {0}: {1}", sender, message);
chatDisplay.text += "\n " + msgs;
Debug.Log(msgs);
}
public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
{
throw new System.NotImplementedException();
}
public void OnSubscribed(string[] channels, bool[] results)
{
chatPanel.SetActive(true);
}
public void OnUnsubscribed(string[] channels)
{
throw new System.NotImplementedException();
}
public void OnUserSubscribed(string channel, string user)
{
throw new System.NotImplementedException();
}
public void OnUserUnsubscribed(string channel, string user)
{
throw new System.NotImplementedException();
}
#endregion Callbacks
}