GameLiftManagerLobbyManager Class |
Namespace: ASL
The GameLiftManagerLobbyManager type exposes the following members.
Name | Description | |
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GameLiftManagerLobbyManager | Initializes a new instance of the GameLiftManagerLobbyManager class |
Name | Description | |
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m_SceneName | The scene to load after every player readies up |
Name | Description | |
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ActionConnectToServer |
Connects this user to a GameLift sever
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AddErrorText |
Adds text to the error text, allowing the user to know if an error occurred during connection
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AddPlayerToMatch |
Adds a player to the match
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AddPotentialSession |
Adds a potential game session to the available session screen as a button to select and thus join with
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AllowReadyUp |
Allows users to ready up
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AutoConnect |
When the servers are down, this function will ping them every 30 seconds until a connection can occur.
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ChangeInteractablility |
Allows a button's interactability to be changed on the main Unity thread
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CheckPorts |
Looks for an available port for the android device to use by attempting a connection to it
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CheckUsernameAvailability |
Checks if the username the user entered is currently being used by another user. If it is - then they are prompted to enter a different username.
If not, they can then host or find a session to join.
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ChooseToFindSessions |
Sets the UI panel to the available sessions screen, destroys any old matches found, and searches for new matches
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ChooseToHostSession |
Sets the UI panel to the HostMenu screen
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ConnectToServer |
Connects to a GameLift server
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DestroyMatchOptions |
Destroys any match options locally so that they are not repeated to the user
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FindAvailableUDPPort |
Finds an available UDP port on the user's end to receive UDP messages on. It should be noted that this function cannot be called on Android, and
therefore, only 1 port is available on Android, the default UDP port of 33400. If this port is not available, then that Android device will not be able
to receive UDP messages, which ASL does not currently send anyways.
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GetAvailableScenes |
Gets the available scenes that the user can host. Due to limitations on Unity's end, this function is only useful if it is being called inside the editor.
In order to see your scene when running an EXE version, you must edit the AvailableScenes dropdown menu to include (or exclude) the scenes you want.
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GoBack |
Goes back to the last UI screen and cleans anything up that may have happened on the current UI screen
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HostSession |
Triggers the HostLambda function, allowing a user to host a game session
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InitilizeUIElements |
Initializes all of the UI elements that will be used in the lobby scene
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InvokeHostLambda |
Hosts a game via a lambda function for the user
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InvokeJoinSessionLambda |
Invokes the join session lambda function that allows this user to a join a selected game session
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InvokeLockSessionLambda |
Invokes the lambda function that locks the game session
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InvokeQuickConnectLambda |
Invokes the QuickConnect lambda function which looks for a game, if none found, then creates a game for the user. Allowing them to bypass the host/search for game method
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InvokeSearchForSessionsLambda |
Invokes the lambda function that searches for available game sessions
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InvokeUsernameLambda |
Checks if the username the user entered is currently in any game sessions and if so, does not allow that username to be used again.
By default, this lambda function will also set the desired active instances of the fleet being used to 1. It will do this regardless if
the instance is already at 1 or if its at 0. This is because after no users after 30 minutes, the instance auto scales down to 0.
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JoinSelectedMatch |
Join the currently selected match
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JoinSession |
Joins a game session
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LockSession |
Locks the game session, preventing any other users from joining it
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PlayerJoinedMatch |
Is called when a player joins the match
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QuickConnectMatch |
Reduces the number of screens a user has to go through in order to connect to a match
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ReadyUp |
Indicates that the user is ready for the first scene to being loading
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RemoveErrorText |
Clears any error text
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Reset | ||
SearchForSessions |
Triggers the search for available game sessions lambda function
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SeePreviousUIScreen |
Returns to the previous UI screen, triggered by hitting the back button
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SetCorrectUIPanel |
Sets the UI panel to be displayed to the user
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SetGameName |
Sets the game name to be displayed to users
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SetQuickConnectFlag |
Changes the value of the QuickConnect flag
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Start |
This function starts the scene by assigning all UI elements and is manually called by GameLiftManager's Start function as
this class is not a MonoBehavior class and can't be.
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StartAutoConnect |
Used to start the auto connect coroutine
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UpdateChatLog |
Updates the chat log based on the message received
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UpdateConnectionStatusText |
Updates the connection status text based on the current connection status
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UpdateLobbyScreen |
Updates the lobby screen to show any new players
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UpdateNewComer |
Is called to update any new comers of who this user is
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UpdateOtherUsers |
Updates other users of this user's presence in the lobby
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UpdateUsername |
Updates the username of the user based on the username they selected
|
Name | Description | |
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DEFAULT_UDP_PORT | The default UDP port number to receive messages on | |
m_AndroidOrOSXUDPListeningPort | The UDP listening port number for Android devices | |
m_AvailableScenes | The scenes available to host | |
m_AvailableSessionsScreen | The available sessions screen | |
m_BackButton | The back button used to go to the previous lobby screen | |
m_ChatHistoryText | The chat history | |
m_ChatInputField | The chat input field | |
m_ConnectionStatusText | The connection status | |
m_CurrentUIScreen | The current UI screen being disabled | |
m_ErrorText | Error text displayed to the user when an error occurs | |
m_FindButton | The find button | |
m_GameSessionId | The game session id used for connecting to that game session | |
m_HostButton | The host button | |
m_HostOrFindSessionScreen | The host or find session screen | |
m_InitializingConnection |
Flag indicating whether or not we have initialized connecting to GameLift - used to stop the auto connect coroutine
| |
m_JoinMatchButton | The join match button | |
m_LobbyScreen | The lobby screen | |
m_LoginButton | The login button | |
m_LoginScreen | The login screen | |
m_MatchFoundButtonPosition | The position of the found match buttons | |
m_MatchNameText | The match name | |
m_PlayerCountText | The player count | |
m_PlayerListText | The player list | |
m_PreHostScreen | The Pre-host screen | |
m_ReadyButton | The ready button | |
m_RefreshAvailableSessionsButton | Refresh available sessions button | |
m_RoomNameInputField | The room name input field | |
m_SendChatButton | The send chat button | |
m_SessionsAvailableHolder | The available session holder | |
m_StartedAutoConnect |
Used to prevent the auto connect coroutine from being activated more than once
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m_StartHostingButton | The start hosting button | |
m_TryAutoConnectAgain |
Helps regulate when auto connect gets called - prevents multiple from happening at the same time
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m_UsernameInputField | The username input field | |
m_UsernameText | The name of the user | |
m_WaitingForNextSceneScreen | The waiting for next scene screen |