「Unity/photon/pun1/chat」の版間の差分
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細 Admin がページ「Unity/photon/chat」を「Unity/photon/pun1/chat」に、リダイレクトを残さずに移動しました |
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(相違点なし)
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2021年8月11日 (水) 08:43時点における最新版
ライブラリ
- photon_chatは不要。
- photon1についてるchatを使う。
サンプル
PhotonChatManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Chat;
using ExitGames.Client.Photon;
public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
static PhotonChatManager mInstance;
public string channelName;
public bool connectFlag = false;
private ChatClient chatClient;
private ConnectionProtocol connectionProtocol = ConnectionProtocol.Udp;
private Photon.Chat.AuthenticationValues authValues = new Photon.Chat.AuthenticationValues();
private ChatConnectScene scene;
private PhotonChatManager()
{
}
public static PhotonChatManager Instance
{
get
{
if (mInstance == null)
{
GameObject go = new GameObject("PhotonChatManager");
mInstance = go.AddComponent<PhotonChatManager>();
}
return mInstance;
}
}
public void SetScene(ChatConnectScene obj)
{
scene = obj;
}
public void Start()
{
if (string.IsNullOrEmpty(PhotonNetwork.PhotonServerSettings.ChatAppID))
{
Debug.LogError("You need to set the chat app ID in the PhotonServerSettings file in order to continue.");
return;
}
}
public void Connect()
{
chatClient = new ChatClient(this, connectionProtocol);
#if !UNITY_WEBGL
chatClient.UseBackgroundWorkerForSending = true;
#endif
authValues.UserId = "guest1"; // PhotonNetwork.playerName;
authValues.AuthType = Photon.Chat.CustomAuthenticationType.None;
Debug.Log("Connect " + PhotonNetwork.PhotonServerSettings.ChatAppID);
chatClient.Connect(PhotonNetwork.PhotonServerSettings.ChatAppID, "4.2", authValues); // PhotonNetwork.PhotonServerSettings.ChatAppID
channelName = "channelWorld"; // PhotonNetwork.room.Name
}
void Update()
{
if (chatClient != null) chatClient.Service();
}
// みんなに送信
public void PublishMessage(string channelName, string message)
{
chatClient.PublishMessage(channelName, message);
}
public enum Status
{
Offline,
Online
}
// ステータス設定(ChatUserStatus.Online,ChatUserStatus.Offline)
public void SetOnlineStatus(Status statusMsg, string msg)
{
int status = 0;
if (statusMsg.Equals(Status.Offline))
{
status = ChatUserStatus.Offline;
}
else if (statusMsg.Equals(Status.Online))
{
status = ChatUserStatus.Online;
}
chatClient.SetOnlineStatus(status, msg);
}
// IChatClientListener start
public void DebugReturn(DebugLevel level, string message)
{
Debug.Log("Debug level " + level);
Debug.Log("Message " + message);
}
public void OnChatStateChange(ChatState state)
{
Debug.Log("Chat state: " + state);
}
public void OnConnected()
{
Debug.Log("OnConnected");
// chatClient.Subscribe(new string[] { channelName });
chatClient.Subscribe(channelName, 0, 10); // 履歴10件保存
}
public void OnDisconnected()
{
Debug.Log("OnDisconnected");
if (chatClient != null) chatClient.Disconnect();
if (scene != null)
{
scene.OnDisconnected();
}
}
public void OnGetMessages(string channelName, string[] senders, object[] messages)
{
int msgCount = messages.Length;
Debug.Log("OnGetMessages msgCount=" + msgCount);
for (int i = 0; i < msgCount; i++)
{
string sender = senders[i];
string msg = (string)messages[i];
Debug.Log(sender + ": " + msg);
if (scene != null)
{
scene.OnChatRecord(sender, msg, i + 1, msgCount);
}
}
}
public void OnPrivateMessage(string sender, object message, string channelName)
{
Debug.Log("OnPrivateMessage");
}
public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
{
Debug.Log("user: " + user);
Debug.Log("status: " + status);
Debug.Log("gotMessage: " + gotMessage);
Debug.Log("message: " + message);
}
public void OnSubscribed(string[] channels, bool[] results)
{
Debug.Log("Suscribed to channel");
if (scene != null)
{
scene.OnRoomEnter();
}
}
public void OnUnsubscribed(string[] channels)
{
Debug.Log("Unsubscribed");
foreach (string channel in channels)
{
Debug.Log("channel=" + channel);
}
}
public void OnUserSubscribed(string channel, string user)
{
Debug.LogFormat("OnUserSubscribed: channel=\"{0}\" userId=\"{1}\"", channel, user);
}
public void OnUserUnsubscribed(string channel, string user)
{
Debug.LogFormat("OnUserUnsubscribed: channel=\"{0}\" userId=\"{1}\"", channel, user);
}
// IChatClientListener end
}
ChatConnectScene.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class ChatConnectScene : MonoBehaviour
{
PhotonChatManager manager;
int chatMessageCnt = 0;
void Start()
{
manager = PhotonChatManager.Instance;
manager.SetScene(this);
manager.Connect();
InitGui();
}
// Update is called once per frame
void Update()
{
}
void InitGui()
{
GameObject.Find("SendButton").GetComponent<Button>().onClick.AddListener(OnClickSend);
OnChatRecord("Sys", "接続中...", 1, 1);
}
// メッセージイベント
public void OnChatRecord(string sender, string message, int num, int sumcnt)
{
Debug.Log("ChatRecordGui num=" + num + " sumcnt=" + sumcnt);
string panelName = "Panel";
for (int i = 0; i <= 9; i++)
{
Destroy(GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content/ChatRecordDummy" + i)); // dummyがあれば、削除
}
GameObject prefab = (GameObject)Resources.Load("ChatRecord");
GameObject content = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content");
Vector3 position = new Vector3(0, 0, 0);
if (sender != "" && message != "")
{
GameObject obj = Instantiate(prefab, position, Quaternion.identity, content.transform);
obj.name = "ChatRecord" + chatMessageCnt;
GameObject msgObj = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content/ChatRecord" + chatMessageCnt + "/MsgText");
GameObject nameObj = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content/ChatRecord" + chatMessageCnt + "/NameText");
msgObj.GetComponent<Text>().text = message;
nameObj.GetComponent<Text>().text = sender;
chatMessageCnt++;
}
if (num == sumcnt)
{
// 下に少し、スペース追加
GameObject prefabDummy = (GameObject)Resources.Load("ScoreDummyPanel");
GameObject objdummy = Instantiate(prefabDummy, position, Quaternion.identity, content.transform);
objdummy.name = "ChatRecordDummy" + Random.Range(0, 9);
}
Invoke("ScrollDown", 0.1f);
}
// 部屋に入るイベント
public void OnRoomEnter()
{
Debug.Log("RoomEnterGui");
OnChatRecord("Sys", "接続しました", 1, 1);
manager.connectFlag = true;
manager.SetOnlineStatus(PhotonChatManager.Status.Online, "");
Debug.Log("manager.connectFlag=" + manager.connectFlag);
}
public void OnDisconnected()
{
Debug.Log("OnDisconnected");
OnChatRecord("Sys", "接続が切れました。", 1, 1);
Invoke("Logout", 3f);
}
void Logout()
{
SceneManager.LoadScene("RoomSelectScene");
}
// スクロール下へ
public void ScrollDown()
{
string panelName = "Panel";
GameObject content = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content");
GameObject scrollObj = GameObject.Find("/Canvas/" + panelName + "/Scroll View/");
ScrollRect scroll = scrollObj.GetComponent<ScrollRect>();
scroll.verticalNormalizedPosition = 0;
content.GetComponent<ContentSizeFitter>().SetLayoutVertical();
}
void OnClickSend()
{
if (!manager.connectFlag) return;
GameObject textObj = GameObject.Find("InputField");
string msg = textObj.GetComponent<InputField>().text;
manager.PublishMessage(manager.channelName, msg);
textObj.GetComponent<InputField>().text = "";
}
void OnClickReturn()
{
manager.SetOnlineStatus(PhotonChatManager.Status.Offline, "Offline");
manager.OnDisconnected();
SceneManager.LoadScene("RoomSelectScene");
}
}
"The namespace 'Photon.Chat' already contains a definition for"エラーが出る場合
以下エラーが出る場合
Assets/PhotonChatApi/ChannelCreationOptions.cs(9,18): error CS0101: The namespace 'Photon.Chat' already contains a definition for 'ChannelCreationOptions'
以下2つあるのでどちらかを消す。かと思ったが、photon1についてるchatを使うので、そもそもphoton_chatはインストールしない
- Photon/PhotonChat/Code/ChannelCreationOption
- Photon/PhotonChatApi/ChannelCreationOption
以下エラーが出る場合
Assets/PhotonChatApi/ChannelWellKnownProperties.cs(9,18): error CS0101: The namespace 'Photon.Chat' already contains a definition for 'ChannelWellKnownProperties'
以下2つあるのでどちらかを消す。かと思ったが、photon1についてるchatを使うので、そもそもphoton_chatはインストールしない
- Photon/PhotonChat/Code/ChannelWelKnownProperties
- Photon/PhotonChatApi/ChannelWelKnownProperties
参考
http://answers.unity3d.com/questions/1366044/unity-crashes-when-compiling-this-script-where-is.html