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using ifdefs to remove netsim window from non-dev builds
(cherry picked from commit 97a669a)
1 parent 94c26fd commit 8d47ea3

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+50
-40
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1 file changed

+50
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Assets/Scripts/Gameplay/UI/NetworkSimulationUIMediator.cs

Lines changed: 50 additions & 40 deletions
Original file line numberDiff line numberDiff line change
@@ -12,12 +12,14 @@ namespace Unity.BossRoom.Gameplay.UI
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{
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public class NetworkSimulationUIMediator : MonoBehaviour
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{
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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[SerializeField]
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NetworkSimulator m_NetworkSimulator;
17-
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#endif
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[SerializeField]
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CanvasGroup m_CanvasGroup;
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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[SerializeField]
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TMP_Dropdown m_PresetsDropdown;
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@@ -47,47 +49,31 @@ public class NetworkSimulationUIMediator : MonoBehaviour
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Dictionary<string, INetworkSimulatorPreset> m_SimulatorPresets = new Dictionary<string, INetworkSimulatorPreset>();
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Dictionary<string, NetworkScenario> m_Scenarios = new Dictionary<string, NetworkScenario>();
50-
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#endif
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bool m_Shown;
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const string k_None = "None";
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const string k_PauseString = "Pause";
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const string k_ResumeString = "Resume";
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void Awake()
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{
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// initialize connection presets dropdown
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var optionData = new List<TMP_Dropdown.OptionData>();
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foreach (var networkSimulatorPreset in NetworkSimulatorPresets.Values)
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{
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m_SimulatorPresets[networkSimulatorPreset.Name] = networkSimulatorPreset;
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optionData.Add(new TMP_Dropdown.OptionData(networkSimulatorPreset.Name));
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}
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m_PresetsDropdown.AddOptions(optionData);
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m_PresetsDropdown.onValueChanged.AddListener(OnPresetChanged);
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// initialize scenario dropdown
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optionData = new List<TMP_Dropdown.OptionData>();
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// Adding empty scenario
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optionData.Add(new TMP_Dropdown.OptionData(k_None));
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// Adding ConnectionsCycle scenario
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var scenarioName = m_ConnectionsCycleScenario.GetType().Name;
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m_Scenarios[scenarioName] = m_ConnectionsCycleScenario;
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optionData.Add(new TMP_Dropdown.OptionData(scenarioName));
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// Adding RandomConnectionsSwap scenario
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scenarioName = m_RandomConnectionsSwapScenario.GetType().Name;
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m_Scenarios[scenarioName] = m_RandomConnectionsSwapScenario;
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optionData.Add(new TMP_Dropdown.OptionData(scenarioName));
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m_ScenariosDropdown.AddOptions(optionData);
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m_ScenariosDropdown.onValueChanged.AddListener(OnScenarioChanged);
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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InitializeUI();
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#endif
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// Hide UI until ready
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Hide();
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}
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public void Hide()
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{
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m_CanvasGroup.alpha = 0f;
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m_CanvasGroup.interactable = false;
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m_CanvasGroup.blocksRaycasts = false;
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m_Shown = false;
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}
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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void Start()
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{
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NetworkManager.Singleton.OnClientStarted += OnNetworkManagerStarted;
@@ -123,15 +109,6 @@ void OnScenarioChanged(int optionIndex)
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m_NetworkSimulator.Scenario?.Start(m_NetworkSimulator);
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UpdateScenarioButton();
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}
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public void Hide()
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{
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m_CanvasGroup.alpha = 0f;
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m_CanvasGroup.interactable = false;
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m_CanvasGroup.blocksRaycasts = false;
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m_Shown = false;
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}
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135112
void Show()
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{
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m_CanvasGroup.alpha = 1f;
@@ -153,6 +130,38 @@ void ToggleVisibility()
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}
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}
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133+
void InitializeUI()
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{
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// initialize connection presets dropdown
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var optionData = new List<TMP_Dropdown.OptionData>();
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foreach (var networkSimulatorPreset in NetworkSimulatorPresets.Values)
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{
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m_SimulatorPresets[networkSimulatorPreset.Name] = networkSimulatorPreset;
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optionData.Add(new TMP_Dropdown.OptionData(networkSimulatorPreset.Name));
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}
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m_PresetsDropdown.AddOptions(optionData);
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m_PresetsDropdown.onValueChanged.AddListener(OnPresetChanged);
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// initialize scenario dropdown
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optionData = new List<TMP_Dropdown.OptionData>();
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// Adding empty scenario
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optionData.Add(new TMP_Dropdown.OptionData(k_None));
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// Adding ConnectionsCycle scenario
152+
var scenarioName = m_ConnectionsCycleScenario.GetType().Name;
153+
m_Scenarios[scenarioName] = m_ConnectionsCycleScenario;
154+
optionData.Add(new TMP_Dropdown.OptionData(scenarioName));
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// Adding RandomConnectionsSwap scenario
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scenarioName = m_RandomConnectionsSwapScenario.GetType().Name;
158+
m_Scenarios[scenarioName] = m_RandomConnectionsSwapScenario;
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optionData.Add(new TMP_Dropdown.OptionData(scenarioName));
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m_ScenariosDropdown.AddOptions(optionData);
162+
m_ScenariosDropdown.onValueChanged.AddListener(OnScenarioChanged);
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}
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void Update()
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{
158167
if (m_NetworkSimulator.IsAvailable)
@@ -235,5 +244,6 @@ void UpdateScenarioButton()
235244
m_ScenariosButton.interactable = false;
236245
}
237246
}
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#endif
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}
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}

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