Attempt
How do I use Attempt
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PhotonConverter.cs
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18 public static void RunConversion()
19 {
20 //Ask if user has made a backup.
21 int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22 switch (option)
23 {
24 case 0:
25 break;
26 case 1:
27 return;
28 case 2:
29 PickFolderAndConvertScripts();
30 return;
31 default:
32 return;
33 }
34
35 //REAAAALY?
36 bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37 if (!result)
38 {
39 return;
40 }
41 Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43 //Ask to save current scene (optional)
44 EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46 EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48 //Convert NetworkViews to PhotonViews in Project prefabs
49 //Ask the user if we can move all prefabs to a resources folder
50 bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53 string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54 foreach (string prefab in prefabs)
55 {
56 EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58 Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59 int converted = 0;
60 foreach (Object obj in objs)
61 {
62 if (obj != null && obj.GetType() == typeof(GameObject))
63 converted += ConvertNetworkView(((GameObject)obj).GetComponents
64 }
65 if (movePrefabs && converted > 0)
66 {
67 //This prefab needs to be under the root of a Resources folder!
68 string path = prefab.Replace("\\", "/");
69 int lastSlash = path.LastIndexOf("/");
70 int resourcesIndex = path.LastIndexOf("/Resources/");
71 if (resourcesIndex != lastSlash - 10)
72 {
73 if (path.Contains("/Resources/"))
74 {
75 Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76 }
77 //This prefab NEEDS to be placed under a resources folder
78 string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79 EnsureFolder(resourcesFolder);
80 string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81 string error = AssetDatabase.MoveAsset(prefab, newPath);
82 if (error != "")
83 Debug.LogError(error);
84 Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85 }
86 }
87 }
88
89 //Convert NetworkViews to PhotonViews in scenes
90 string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91 foreach (string sceneName in sceneFiles)
92 {
93 EditorApplication.OpenScene(sceneName);
94 EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96 int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97 if (converted2 > 0)
98 {
99 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103 EditorApplication.SaveScene(EditorApplication.currentScene);
104 }
105
106 }
107
108 //Convert C#/JS scripts (API stuff)
109 List
110
111 EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112 ConvertScripts(scripts);
113
114 Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115 EditorUtility.ClearProgressBar();
116
117 EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118 }
File name: PingCloudRegions.cs
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118 public IEnumerator PingSocket(Region region)
119 {
120 region.Ping = Attempts*MaxMilliseconsPerPing;
121
122 this.PingsRunning++; // TODO: Add try-catch to make sure the PingsRunning are reduced at the end and that the lib does not crash the app
123 PhotonPing ping;
124 //Debug.Log("PhotonHandler.PingImplementation " + PhotonHandler.PingImplementation);
125 if (PhotonHandler.PingImplementation == typeof(PingNativeDynamic))
126 {
127 Debug.Log("Using constructor for new PingNativeDynamic()"); // it seems on android, the Activator can't find the default Constructor
128 ping = new PingNativeDynamic();
129 }
130 else
131 {
132 ping = (PhotonPing)Activator.CreateInstance(PhotonHandler.PingImplementation);
133 }
134
135 //Debug.Log("Ping is: " + ping + " type " + ping.GetType());
136
137 float rttSum = 0.0f;
138 int replyCount = 0;
139
140
141 // PhotonPing.StartPing() requires a plain IP address without port (on all but Windows 8 platforms).
142 // So: remove port and do the DNS-resolving if needed
143 string cleanIpOfRegion = region.HostAndPort;
144 int indexOfColon = cleanIpOfRegion.LastIndexOf(':');
145 if (indexOfColon > 1)
146 {
147 cleanIpOfRegion = cleanIpOfRegion.Substring(0, indexOfColon);
148 }
149 cleanIpOfRegion = ResolveHost(cleanIpOfRegion);
150 //Debug.Log("Resolved and port-less IP is: " + cleanIpOfRegion);
151
152
153 for (int i = 0; i < Attempts; i++)
154 {
155 bool overtime = false;
156 Stopwatch sw = new Stopwatch();
157 sw.Start();
158
159 try
160 {
161 ping.StartPing(cleanIpOfRegion);
162 }
163 catch (Exception e)
164 {
165 Debug.Log("catched: " + e);
166 this.PingsRunning--;
167 break;
168 }
169
170
171 while (!ping.Done())
172 {
173 if (sw.ElapsedMilliseconds >= MaxMilliseconsPerPing)
174 {
175 overtime = true;
176 break;
177 }
178 yield return 0; // keep this loop tight, to avoid adding local lag to rtt.
179 }
180 int rtt = (int)sw.ElapsedMilliseconds;
181
182
183 if (IgnoreInitialAttempt && i == 0)
184 {
185 // do nothing.
186 }
187 else if (ping.Successful && !overtime)
188 {
189 rttSum += rtt;
190 replyCount++;
191 region.Ping = (int)((rttSum) / replyCount);
192 //Debug.Log("region " + region.Code + " RTT " + region.Ping + " success: " + ping.Successful + " over: " + overtime);
193 }
194
195 yield return new WaitForSeconds(0.1f);
196 }
197
198 this.PingsRunning--;
199
200 //Debug.Log("this.PingsRunning: " + this.PingsRunning + " this debug: " + ping.DebugString);
201 yield return null;
202 }
File name: Enemy.cs
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39 protected override void AttemptMove 40 {
41 //Check if skipMove is true, if so set it to false and skip this turn.
42 if(skipMove)
43 {
44 skipMove = false;
45 return;
46
47 }
48
49 //Call the AttemptMove function from MovingObject.
50 base.AttemptMove
51
52 //Now that Enemy has moved, set skipMove to true to skip next move.
53 skipMove = true;
54 }
File name: Enemy.cs
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58 public void MoveEnemy ()
59 {
60 //Declare variables for X and Y axis move directions, these range from -1 to 1.
61 //These values allow us to choose between the cardinal directions: up, down, left and right.
62 int xDir = 0;
63 int yDir = 0;
64
65 //If the difference in positions is approximately zero (Epsilon) do the following:
66 if(Mathf.Abs (target.position.x - transform.position.x) < float.Epsilon)
67
68 //If the y coordinate of the target's (player) position is greater than the y coordinate of this enemy's position set y direction 1 (to move up). If not, set it to -1 (to move down).
69 yDir = target.position.y > transform.position.y ? 1 : -1;
70
71 //If the difference in positions is not approximately zero (Epsilon) do the following:
72 else
73 //Check if target x position is greater than enemy's x position, if so set x direction to 1 (move right), if not set to -1 (move left).
74 xDir = target.position.x > transform.position.x ? 1 : -1;
75
76 //Call the AttemptMove function and pass in the generic parameter Player, because Enemy is moving and expecting to potentially encounter a Player
77 AttemptMove
78 }
File name: MovingObject.cs
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93 protected virtual void AttemptMove 95 {
96 //Hit will store whatever our linecast hits when Move is called.
97 RaycastHit2D hit;
98
99 //Set canMove to true if Move was successful, false if failed.
100 bool canMove = Move (xDir, yDir, out hit);
101
102 //Check if nothing was hit by linecast
103 if(hit.transform == null)
104 //If nothing was hit, return and don't execute further code.
105 return;
106
107 //Get a component reference to the component of type T attached to the object that was hit
108 T hitComponent = hit.transform.GetComponent
109
110 //If canMove is false and hitComponent is not equal to null, meaning MovingObject is blocked and has hit something it can interact with.
111 if(!canMove && hitComponent != null)
112
113 //Call the OnCantMove function and pass it hitComponent as a parameter.
114 OnCantMove (hitComponent);
115 }
File name: Player.cs
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56 private void Update ()
57 {
58 //If it's not the player's turn, exit the function.
59 if(!GameManager.instance.playersTurn) return;
60
61 int horizontal = 0; //Used to store the horizontal move direction.
62 int vertical = 0; //Used to store the vertical move direction.
63
64 //Check if we are running either in the Unity editor or in a standalone build.
65#if UNITY_STANDALONE || UNITY_WEBPLAYER
66
67 //Get input from the input manager, round it to an integer and store in horizontal to set x axis move direction
68 horizontal = (int) (Input.GetAxisRaw ("Horizontal"));
69
70 //Get input from the input manager, round it to an integer and store in vertical to set y axis move direction
71 vertical = (int) (Input.GetAxisRaw ("Vertical"));
72
73 //Check if moving horizontally, if so set vertical to zero.
74 if(horizontal != 0)
75 {
76 vertical = 0;
77 }
78 //Check if we are running on iOS, Android, Windows Phone 8 or Unity iPhone
79#elif UNITY_IOS || UNITY_ANDROID || UNITY_WP8 || UNITY_IPHONE
80
81 //Check if Input has registered more than zero touches
82 if (Input.touchCount > 0)
83 {
84 //Store the first touch detected.
85 Touch myTouch = Input.touches[0];
86
87 //Check if the phase of that touch equals Began
88 if (myTouch.phase == TouchPhase.Began)
89 {
90 //If so, set touchOrigin to the position of that touch
91 touchOrigin = myTouch.position;
92 }
93
94 //If the touch phase is not Began, and instead is equal to Ended and the x of touchOrigin is greater or equal to zero:
95 else if (myTouch.phase == TouchPhase.Ended && touchOrigin.x >= 0)
96 {
97 //Set touchEnd to equal the position of this touch
98 Vector2 touchEnd = myTouch.position;
99
100 //Calculate the difference between the beginning and end of the touch on the x axis.
101 float x = touchEnd.x - touchOrigin.x;
102
103 //Calculate the difference between the beginning and end of the touch on the y axis.
104 float y = touchEnd.y - touchOrigin.y;
105
106 //Set touchOrigin.x to -1 so that our else if statement will evaluate false and not repeat immediately.
107 touchOrigin.x = -1;
108
109 //Check if the difference along the x axis is greater than the difference along the y axis.
110 if (Mathf.Abs(x) > Mathf.Abs(y))
111 //If x is greater than zero, set horizontal to 1, otherwise set it to -1
112 horizontal = x > 0 ? 1 : -1;
113 else
114 //If y is greater than zero, set horizontal to 1, otherwise set it to -1
115 vertical = y > 0 ? 1 : -1;
116 }
117 }
118
119#endif //End of mobile platform dependendent compilation section started above with #elif
120 //Check if we have a non-zero value for horizontal or vertical
121 if(horizontal != 0 || vertical != 0)
122 {
123 //Call AttemptMove passing in the generic parameter Wall, since that is what Player may interact with if they encounter one (by attacking it)
124 //Pass in horizontal and vertical as parameters to specify the direction to move Player in.
125 AttemptMove
126 }
127 }
File name: Player.cs
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131 protected override void AttemptMove 132 {
133 //Every time player moves, subtract from food points total.
134 food--;
135
136 //Update food text display to reflect current score.
137 foodText.text = "Food: " + food;
138
139 //Call the AttemptMove method of the base class, passing in the component T (in this case Wall) and x and y direction to move.
140 base.AttemptMove
141
142 //Hit allows us to reference the result of the Linecast done in Move.
143 RaycastHit2D hit;
144
145 //If Move returns true, meaning Player was able to move into an empty space.
146 if (Move (xDir, yDir, out hit))
147 {
148 //Call RandomizeSfx of SoundManager to play the move sound, passing in two audio clips to choose from.
149 SoundManager.instance.RandomizeSfx (moveSound1, moveSound2);
150 }
151
152 //Since the player has moved and lost food points, check if the game has ended.
153 CheckIfGameOver ();
154
155 //Set the playersTurn boolean of GameManager to false now that players turn is over.
156 GameManager.instance.playersTurn = false;
157 }
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