forked from cgvr/DeltaVR
Initial Commit
This commit is contained in:
8
Assets/Oculus/Platform/Editor.meta
Normal file
8
Assets/Oculus/Platform/Editor.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e74b0b406f7fca4f8790a78541882ee
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
45
Assets/Oculus/Platform/Editor/GUIHelper.cs
Normal file
45
Assets/Oculus/Platform/Editor/GUIHelper.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
namespace Oculus.Platform
|
||||
{
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||||
using UnityEditor;
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||||
using UnityEngine;
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||||
|
||||
class GUIHelper {
|
||||
public delegate void Worker();
|
||||
|
||||
static void InOut(Worker begin, Worker body, Worker end) {
|
||||
try {
|
||||
begin();
|
||||
body();
|
||||
} finally {
|
||||
end();
|
||||
}
|
||||
}
|
||||
|
||||
public static void HInset(int pixels, Worker worker) {
|
||||
InOut(
|
||||
() => {
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Space(pixels);
|
||||
GUILayout.BeginVertical();
|
||||
},
|
||||
worker,
|
||||
() => {
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
public delegate T ControlWorker<T>();
|
||||
public static T MakeControlWithLabel<T>(GUIContent label, ControlWorker<T> worker) {
|
||||
EditorGUILayout.BeginHorizontal();
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||||
EditorGUILayout.LabelField(label);
|
||||
|
||||
var result = worker();
|
||||
|
||||
EditorGUILayout.EndHorizontal();
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||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
12
Assets/Oculus/Platform/Editor/GUIHelper.cs.meta
Normal file
12
Assets/Oculus/Platform/Editor/GUIHelper.cs.meta
Normal file
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 19bb2c637ba6e9c459e3db36b2ec10c3
|
||||
timeCreated: 1523486797
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
25
Assets/Oculus/Platform/Editor/Oculus.Platform.Editor.asmdef
Normal file
25
Assets/Oculus/Platform/Editor/Oculus.Platform.Editor.asmdef
Normal file
@@ -0,0 +1,25 @@
|
||||
{
|
||||
"name": "Oculus.Platform.Editor",
|
||||
"references": [
|
||||
"Oculus.Platform"
|
||||
],
|
||||
"optionalUnityReferences": [],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"versionDefines": [
|
||||
{
|
||||
"name": "com.unity.xr.management",
|
||||
"expression": "",
|
||||
"define": "USING_XR_MANAGEMENT"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.xr.oculus",
|
||||
"expression": "",
|
||||
"define": "USING_XR_SDK_OCULUS"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c9364521e5955724a886b85bd65612cf
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
450
Assets/Oculus/Platform/Editor/OculusPlatformSettingsEditor.cs
Normal file
450
Assets/Oculus/Platform/Editor/OculusPlatformSettingsEditor.cs
Normal file
@@ -0,0 +1,450 @@
|
||||
#if USING_XR_MANAGEMENT && USING_XR_SDK_OCULUS
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#define USING_XR_SDK
|
||||
#endif
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||||
|
||||
namespace Oculus.Platform
|
||||
{
|
||||
using System;
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using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
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using UnityEngine.Networking;
|
||||
|
||||
// This classes implements a UI to edit the PlatformSettings class.
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||||
// The UI is accessible from a the menu bar via: Oculus Platform -> Edit Settings
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||||
[CustomEditor(typeof(PlatformSettings))]
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||||
public class OculusPlatformSettingsEditor : Editor
|
||||
{
|
||||
private bool isUnityEditorSettingsExpanded;
|
||||
private bool isBuildSettingsExpanded;
|
||||
|
||||
private UnityWebRequest getAccessTokenRequest;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
isUnityEditorSettingsExpanded = true;
|
||||
isBuildSettingsExpanded = true;
|
||||
}
|
||||
|
||||
[UnityEditor.MenuItem("Oculus/Platform/Edit Settings")]
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||||
public static void Edit()
|
||||
{
|
||||
UnityEditor.Selection.activeObject = PlatformSettings.Instance;
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||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
//
|
||||
// Application IDs section
|
||||
//
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||||
EditorGUILayout.LabelField("Application ID:");
|
||||
GUIContent riftAppIDLabel = new GUIContent("Oculus Rift [?]", "This AppID will be used when building to the Windows target.");
|
||||
GUIContent mobileAppIDLabel = new GUIContent("Oculus Go/Quest or Gear VR [?]", "This AppID will be used when building to the Android target");
|
||||
PlatformSettings.AppID = MakeTextBox(riftAppIDLabel, PlatformSettings.AppID);
|
||||
PlatformSettings.MobileAppID = MakeTextBox(mobileAppIDLabel, PlatformSettings.MobileAppID);
|
||||
|
||||
if (GUILayout.Button("Create / Find your app on https://dashboard.oculus.com"))
|
||||
{
|
||||
UnityEngine.Application.OpenURL("https://dashboard.oculus.com/");
|
||||
}
|
||||
|
||||
#if UNITY_ANDROID
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if (String.IsNullOrEmpty(PlatformSettings.MobileAppID))
|
||||
{
|
||||
EditorGUILayout.HelpBox("Please enter a valid Oculus Go/Quest or Gear VR App ID.", MessageType.Error);
|
||||
}
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||||
else
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{
|
||||
var msg = "Configured to connect with App ID " + PlatformSettings.MobileAppID;
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EditorGUILayout.HelpBox(msg, MessageType.Info);
|
||||
}
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||||
#else
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if (String.IsNullOrEmpty(PlatformSettings.AppID))
|
||||
{
|
||||
EditorGUILayout.HelpBox("Please enter a valid Oculus Rift App ID.", MessageType.Error);
|
||||
}
|
||||
else
|
||||
{
|
||||
var msg = "Configured to connect with App ID " + PlatformSettings.AppID;
|
||||
EditorGUILayout.HelpBox(msg, MessageType.Info);
|
||||
}
|
||||
#endif
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
//
|
||||
// Unity Editor Settings section
|
||||
//
|
||||
isUnityEditorSettingsExpanded = EditorGUILayout.Foldout(isUnityEditorSettingsExpanded, "Unity Editor Settings");
|
||||
if (isUnityEditorSettingsExpanded)
|
||||
{
|
||||
GUIHelper.HInset(6, () =>
|
||||
{
|
||||
bool HasTestAccessToken = !String.IsNullOrEmpty(StandalonePlatformSettings.OculusPlatformTestUserAccessToken);
|
||||
if (PlatformSettings.UseStandalonePlatform)
|
||||
{
|
||||
if (!HasTestAccessToken &&
|
||||
(String.IsNullOrEmpty(StandalonePlatformSettings.OculusPlatformTestUserEmail) ||
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||||
String.IsNullOrEmpty(StandalonePlatformSettings.OculusPlatformTestUserPassword)))
|
||||
{
|
||||
EditorGUILayout.HelpBox("Please enter a valid user credentials.", MessageType.Error);
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||||
}
|
||||
else
|
||||
{
|
||||
var msg = "The Unity editor will use the supplied test user credentials and operate in standalone mode. Some user data will be mocked.";
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||||
EditorGUILayout.HelpBox(msg, MessageType.Info);
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||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var msg = "The Unity editor will use the user credentials from the Oculus application.";
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||||
EditorGUILayout.HelpBox(msg, MessageType.Info);
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||||
}
|
||||
|
||||
var useStandaloneLabel = "Use Standalone Platform [?]";
|
||||
var useStandaloneHint = "If this is checked your app will use a debug platform with the User info below. "
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||||
+ "Otherwise your app will connect to the Oculus Platform. This setting only applies to the Unity Editor";
|
||||
PlatformSettings.UseStandalonePlatform =
|
||||
MakeToggle(new GUIContent(useStandaloneLabel, useStandaloneHint), PlatformSettings.UseStandalonePlatform);
|
||||
|
||||
GUI.enabled = PlatformSettings.UseStandalonePlatform;
|
||||
|
||||
if (!HasTestAccessToken)
|
||||
{
|
||||
var emailLabel = "Test User Email: ";
|
||||
var emailHint = "Test users can be configured at " +
|
||||
"https://dashboard.oculus.com/organizations/<your org ID>/testusers " +
|
||||
"however any valid Oculus account email may be used.";
|
||||
StandalonePlatformSettings.OculusPlatformTestUserEmail =
|
||||
MakeTextBox(new GUIContent(emailLabel, emailHint), StandalonePlatformSettings.OculusPlatformTestUserEmail);
|
||||
|
||||
var passwdLabel = "Test User Password: ";
|
||||
var passwdHint = "Password associated with the email address.";
|
||||
StandalonePlatformSettings.OculusPlatformTestUserPassword =
|
||||
MakePasswordBox(new GUIContent(passwdLabel, passwdHint), StandalonePlatformSettings.OculusPlatformTestUserPassword);
|
||||
|
||||
var isLoggingIn = (getAccessTokenRequest != null);
|
||||
var loginLabel = (!isLoggingIn) ? "Login" : "Logging in...";
|
||||
|
||||
GUI.enabled = !isLoggingIn;
|
||||
if (GUILayout.Button(loginLabel))
|
||||
{
|
||||
WWWForm form = new WWWForm();
|
||||
form.AddField("email", StandalonePlatformSettings.OculusPlatformTestUserEmail);
|
||||
form.AddField("password", StandalonePlatformSettings.OculusPlatformTestUserPassword);
|
||||
|
||||
// Start the WWW request to get the access token
|
||||
getAccessTokenRequest = UnityWebRequest.Post("https://graph.oculus.com/login", form);
|
||||
getAccessTokenRequest.SetRequestHeader("Authorization", "Bearer OC|1141595335965881|");
|
||||
getAccessTokenRequest.SendWebRequest();
|
||||
EditorApplication.update += GetAccessToken;
|
||||
}
|
||||
GUI.enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
var loggedInMsg = "Currently using the credentials associated with " + StandalonePlatformSettings.OculusPlatformTestUserEmail;
|
||||
EditorGUILayout.HelpBox(loggedInMsg, MessageType.Info);
|
||||
|
||||
var logoutLabel = "Clear Credentials";
|
||||
|
||||
if (GUILayout.Button(logoutLabel))
|
||||
{
|
||||
StandalonePlatformSettings.OculusPlatformTestUserAccessToken = "";
|
||||
}
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
});
|
||||
}
|
||||
EditorGUILayout.Separator();
|
||||
|
||||
//
|
||||
// Build Settings section
|
||||
//
|
||||
isBuildSettingsExpanded = EditorGUILayout.Foldout(isBuildSettingsExpanded, "Build Settings");
|
||||
if (isBuildSettingsExpanded)
|
||||
{
|
||||
GUIHelper.HInset(6, () => {
|
||||
#if !USING_XR_SDK
|
||||
#if UNITY_2020_1_OR_NEWER
|
||||
EditorGUILayout.HelpBox("The Oculus XR Plugin isn't enabled from XR Plugin Management in Project Settings", MessageType.Warning);
|
||||
#else
|
||||
if (!PlayerSettings.virtualRealitySupported)
|
||||
{
|
||||
EditorGUILayout.HelpBox("VR Support isn't enabled in the Player Settings", MessageType.Warning);
|
||||
}
|
||||
|
||||
PlayerSettings.virtualRealitySupported = MakeToggle(new GUIContent("Virtual Reality Support"), PlayerSettings.virtualRealitySupported);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
PlayerSettings.bundleVersion = MakeTextBox(new GUIContent("Bundle Version"), PlayerSettings.bundleVersion);
|
||||
#if UNITY_5_3 || UNITY_5_4 || UNITY_5_5
|
||||
PlayerSettings.bundleIdentifier = MakeTextBox(new GUIContent("Bundle Identifier"), PlayerSettings.bundleIdentifier);
|
||||
#else
|
||||
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
|
||||
PlayerSettings.SetApplicationIdentifier(
|
||||
buildTargetGroup,
|
||||
MakeTextBox(
|
||||
new GUIContent("Bundle Identifier"),
|
||||
PlayerSettings.GetApplicationIdentifier(buildTargetGroup)));
|
||||
#endif
|
||||
bool canEnableARM64Support = false;
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
canEnableARM64Support = true;
|
||||
#endif
|
||||
if (!canEnableARM64Support)
|
||||
{
|
||||
var msg = "Update your Unity Editor to 2018.1.x or newer to enable Arm64 support";
|
||||
EditorGUILayout.HelpBox(msg, MessageType.Warning);
|
||||
if (IsArm64PluginPlatformEnabled())
|
||||
{
|
||||
DisablePluginPlatform(PluginPlatform.Android64);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!IsArm64PluginPlatformEnabled())
|
||||
{
|
||||
EnablePluginPlatform(PluginPlatform.Android64);
|
||||
}
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
});
|
||||
}
|
||||
EditorGUILayout.Separator();
|
||||
}
|
||||
|
||||
// Asyncronously fetch the access token with the given credentials
|
||||
private void GetAccessToken()
|
||||
{
|
||||
if (getAccessTokenRequest != null && getAccessTokenRequest.isDone)
|
||||
{
|
||||
// Clear the password
|
||||
StandalonePlatformSettings.OculusPlatformTestUserPassword = "";
|
||||
|
||||
if (String.IsNullOrEmpty(getAccessTokenRequest.error))
|
||||
{
|
||||
var Response = JsonUtility.FromJson<OculusStandalonePlatformResponse>(getAccessTokenRequest.downloadHandler.text);
|
||||
StandalonePlatformSettings.OculusPlatformTestUserAccessToken = Response.access_token;
|
||||
}
|
||||
|
||||
GUI.changed = true;
|
||||
EditorApplication.update -= GetAccessToken;
|
||||
getAccessTokenRequest.Dispose();
|
||||
getAccessTokenRequest = null;
|
||||
}
|
||||
}
|
||||
|
||||
private string MakeTextBox(GUIContent label, string variable)
|
||||
{
|
||||
return GUIHelper.MakeControlWithLabel(label, () => {
|
||||
GUI.changed = false;
|
||||
var result = EditorGUILayout.TextField(variable);
|
||||
SetDirtyOnGUIChange();
|
||||
return result;
|
||||
});
|
||||
}
|
||||
|
||||
private string MakePasswordBox(GUIContent label, string variable)
|
||||
{
|
||||
return GUIHelper.MakeControlWithLabel(label, () => {
|
||||
GUI.changed = false;
|
||||
var result = EditorGUILayout.PasswordField(variable);
|
||||
SetDirtyOnGUIChange();
|
||||
return result;
|
||||
});
|
||||
}
|
||||
|
||||
private bool MakeToggle(GUIContent label, bool variable)
|
||||
{
|
||||
return GUIHelper.MakeControlWithLabel(label, () => {
|
||||
GUI.changed = false;
|
||||
var result = EditorGUILayout.Toggle(variable);
|
||||
SetDirtyOnGUIChange();
|
||||
return result;
|
||||
});
|
||||
}
|
||||
|
||||
private void SetDirtyOnGUIChange()
|
||||
{
|
||||
if (GUI.changed)
|
||||
{
|
||||
EditorUtility.SetDirty(PlatformSettings.Instance);
|
||||
GUI.changed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Merge this with core utilities plugin updater functionality. Piggybacking here to avoid an orphaned delete in the future.
|
||||
private const string PluginSubPathAndroid32 = @"/Plugins/Android32/libovrplatformloader.so";
|
||||
private const string PluginSubPathAndroid64 = @"/Plugins/Android64/libovrplatformloader.so";
|
||||
private const string PluginDisabledSuffix = @".disabled";
|
||||
|
||||
public enum PluginPlatform
|
||||
{
|
||||
Android32,
|
||||
Android64
|
||||
}
|
||||
|
||||
private static string GetCurrentProjectPath()
|
||||
{
|
||||
return Directory.GetParent(UnityEngine.Application.dataPath).FullName;
|
||||
}
|
||||
|
||||
private static string GetPlatformRootPath()
|
||||
{
|
||||
// use the path to OculusPluginUpdaterStub as a relative path anchor point
|
||||
var so = ScriptableObject.CreateInstance(typeof(OculusPluginUpdaterStub));
|
||||
var script = MonoScript.FromScriptableObject(so);
|
||||
string assetPath = AssetDatabase.GetAssetPath(script);
|
||||
string editorDir = Directory.GetParent(assetPath).FullName;
|
||||
string platformDir = Directory.GetParent(editorDir).FullName;
|
||||
|
||||
return platformDir;
|
||||
}
|
||||
|
||||
private static string GetPlatformPluginPath(PluginPlatform platform)
|
||||
{
|
||||
string path = GetPlatformRootPath();
|
||||
switch (platform)
|
||||
{
|
||||
case PluginPlatform.Android32:
|
||||
path += PluginSubPathAndroid32;
|
||||
break;
|
||||
case PluginPlatform.Android64:
|
||||
path += PluginSubPathAndroid64;
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentException("Attempted to enable platform support for unsupported platform: " + platform);
|
||||
}
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
//[UnityEditor.MenuItem("Oculus/Platform/EnforcePluginPlatformSettings")]
|
||||
public static void EnforcePluginPlatformSettings()
|
||||
{
|
||||
EnforcePluginPlatformSettings(PluginPlatform.Android32);
|
||||
EnforcePluginPlatformSettings(PluginPlatform.Android64);
|
||||
}
|
||||
|
||||
public static void EnforcePluginPlatformSettings(PluginPlatform platform)
|
||||
{
|
||||
string path = GetPlatformPluginPath(platform);
|
||||
|
||||
if (!Directory.Exists(path) && !File.Exists(path))
|
||||
{
|
||||
path += PluginDisabledSuffix;
|
||||
}
|
||||
|
||||
if ((Directory.Exists(path)) || (File.Exists(path)))
|
||||
{
|
||||
string basePath = GetCurrentProjectPath();
|
||||
string relPath = path.Substring(basePath.Length + 1);
|
||||
|
||||
PluginImporter pi = PluginImporter.GetAtPath(relPath) as PluginImporter;
|
||||
if (pi == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Disable support for all platforms, then conditionally enable desired support below
|
||||
pi.SetCompatibleWithEditor(false);
|
||||
pi.SetCompatibleWithAnyPlatform(false);
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.Android, false);
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows, false);
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneWindows64, false);
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneLinux64, false);
|
||||
#if !UNITY_2019_2_OR_NEWER
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneLinux, false);
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneLinuxUniversal, false);
|
||||
#endif
|
||||
#if UNITY_2017_3_OR_NEWER
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSX, false);
|
||||
#else
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXUniversal, false);
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXIntel, false);
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.StandaloneOSXIntel64, false);
|
||||
#endif
|
||||
|
||||
switch (platform)
|
||||
{
|
||||
case PluginPlatform.Android32:
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.Android, true);
|
||||
pi.SetPlatformData(BuildTarget.Android, "CPU", "ARMv7");
|
||||
break;
|
||||
case PluginPlatform.Android64:
|
||||
pi.SetCompatibleWithPlatform(BuildTarget.Android, true);
|
||||
pi.SetPlatformData(BuildTarget.Android, "CPU", "ARM64");
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentException("Attempted to enable platform support for unsupported platform: " + platform);
|
||||
}
|
||||
|
||||
AssetDatabase.ImportAsset(relPath, ImportAssetOptions.ForceUpdate);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
AssetDatabase.SaveAssets();
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsArm64PluginPlatformEnabled()
|
||||
{
|
||||
string path = GetPlatformPluginPath(PluginPlatform.Android64);
|
||||
bool pathAlreadyExists = Directory.Exists(path) || File.Exists(path);
|
||||
return pathAlreadyExists;
|
||||
}
|
||||
|
||||
public static void EnablePluginPlatform(PluginPlatform platform)
|
||||
{
|
||||
string path = GetPlatformPluginPath(platform);
|
||||
string disabledPath = path + PluginDisabledSuffix;
|
||||
|
||||
bool pathAlreadyExists = Directory.Exists(path) || File.Exists(path);
|
||||
bool disabledPathDoesNotExist = !Directory.Exists(disabledPath) && !File.Exists(disabledPath);
|
||||
|
||||
if (pathAlreadyExists || disabledPathDoesNotExist)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
string basePath = GetCurrentProjectPath();
|
||||
string relPath = path.Substring(basePath.Length + 1);
|
||||
string relDisabledPath = relPath + PluginDisabledSuffix;
|
||||
|
||||
AssetDatabase.MoveAsset(relDisabledPath, relPath);
|
||||
AssetDatabase.ImportAsset(relPath, ImportAssetOptions.ForceUpdate);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
// Force reserialization of platform settings meta data
|
||||
EnforcePluginPlatformSettings(platform);
|
||||
}
|
||||
|
||||
public static void DisablePluginPlatform(PluginPlatform platform)
|
||||
{
|
||||
string path = GetPlatformPluginPath(platform);
|
||||
string disabledPath = path + PluginDisabledSuffix;
|
||||
|
||||
bool pathDoesNotExist = !Directory.Exists(path) && !File.Exists(path);
|
||||
bool disabledPathAlreadyExists = Directory.Exists(disabledPath) || File.Exists(disabledPath);
|
||||
|
||||
if (pathDoesNotExist || disabledPathAlreadyExists)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
string basePath = GetCurrentProjectPath();
|
||||
string relPath = path.Substring(basePath.Length + 1);
|
||||
string relDisabledPath = relPath + PluginDisabledSuffix;
|
||||
|
||||
AssetDatabase.MoveAsset(relPath, relDisabledPath);
|
||||
AssetDatabase.ImportAsset(relDisabledPath, ImportAssetOptions.ForceUpdate);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
AssetDatabase.SaveAssets();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
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||||
guid: 03780432f190e734dba71a2337880cdb
|
||||
timeCreated: 1523486796
|
||||
licenseType: Store
|
||||
MonoImporter:
|
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Oculus/Platform/Editor/OculusPluginUpdaterStub.cs
Normal file
8
Assets/Oculus/Platform/Editor/OculusPluginUpdaterStub.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class OculusPluginUpdaterStub : ScriptableObject
|
||||
{
|
||||
// Stub helper class to locate script paths through Unity Editor API.
|
||||
// Required to be a standalone class in a separate file or else MonoScript.FromScriptableObject() returns an empty string path.
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
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guid: af1b0142a3500574289a5ff8ae25dfa4
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timeCreated: 1543975087
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||||
licenseType: Store
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||||
MonoImporter:
|
||||
serializedVersion: 2
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||||
defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,10 @@
|
||||
namespace Oculus.Platform
|
||||
{
|
||||
using System;
|
||||
|
||||
[Serializable]
|
||||
public sealed class OculusStandalonePlatformResponse
|
||||
{
|
||||
public string access_token;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 81f0418e197774a4e8d643b56923cb90
|
||||
timeCreated: 1523486799
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
20
Assets/Oculus/Platform/Oculus.Platform.asmdef
Normal file
20
Assets/Oculus/Platform/Oculus.Platform.asmdef
Normal file
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"name": "Oculus.Platform",
|
||||
"references": [],
|
||||
"optionalUnityReferences": [],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"versionDefines": [
|
||||
{
|
||||
"name": "com.unity.xr.management",
|
||||
"expression": "",
|
||||
"define": "USING_XR_MANAGEMENT"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.xr.oculus",
|
||||
"expression": "",
|
||||
"define": "USING_XR_SDK_OCULUS"
|
||||
}
|
||||
]
|
||||
}
|
||||
7
Assets/Oculus/Platform/Oculus.Platform.asmdef.meta
Normal file
7
Assets/Oculus/Platform/Oculus.Platform.asmdef.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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||||
guid: c6f0cbbd7e253af4488c88498837447d
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
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||||
assetBundleName:
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assetBundleVariant:
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||||
8
Assets/Oculus/Platform/Plugins.meta
Normal file
8
Assets/Oculus/Platform/Plugins.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34c4eed4137f559499de106c28539b0f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
8
Assets/Oculus/Platform/Plugins/Android32.meta
Normal file
8
Assets/Oculus/Platform/Plugins/Android32.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 335b34540f2d3bf45937c1c6e5f93471
|
||||
folderAsset: yes
|
||||
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externalObjects: {}
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userData:
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||||
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assetBundleVariant:
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||||
BIN
Assets/Oculus/Platform/Plugins/Android32/libovrplatformloader.so
Normal file
BIN
Assets/Oculus/Platform/Plugins/Android32/libovrplatformloader.so
Normal file
Binary file not shown.
@@ -0,0 +1,30 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1ec62d4b41aa4dd47967177e8b072e5d
|
||||
PluginImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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||||
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|
||||
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|
||||
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|
||||
isOverridable: 0
|
||||
platformData:
|
||||
- first:
|
||||
Android: Android
|
||||
second:
|
||||
enabled: 1
|
||||
settings:
|
||||
CPU: ARMv7
|
||||
- first:
|
||||
Any:
|
||||
second:
|
||||
enabled: 0
|
||||
settings: {}
|
||||
- first:
|
||||
Editor: Editor
|
||||
second:
|
||||
enabled: 0
|
||||
settings:
|
||||
DefaultValueInitialized: true
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
8
Assets/Oculus/Platform/Plugins/Android64.meta
Normal file
8
Assets/Oculus/Platform/Plugins/Android64.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 594bfb6c5883a7a42b969a55ccac1316
|
||||
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|
||||
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userData:
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||||
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assetBundleVariant:
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||||
BIN
Assets/Oculus/Platform/Plugins/Android64/libovrplatformloader.so
Normal file
BIN
Assets/Oculus/Platform/Plugins/Android64/libovrplatformloader.so
Normal file
Binary file not shown.
@@ -0,0 +1,30 @@
|
||||
fileFormatVersion: 2
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||||
guid: 300943aeb8ec1974181ecbdfa127136f
|
||||
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|
||||
externalObjects: {}
|
||||
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|
||||
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|
||||
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|
||||
isPreloaded: 0
|
||||
isOverridable: 0
|
||||
platformData:
|
||||
- first:
|
||||
Android: Android
|
||||
second:
|
||||
enabled: 1
|
||||
settings:
|
||||
CPU: ARM64
|
||||
- first:
|
||||
Any:
|
||||
second:
|
||||
enabled: 0
|
||||
settings: {}
|
||||
- first:
|
||||
Editor: Editor
|
||||
second:
|
||||
enabled: 0
|
||||
settings:
|
||||
DefaultValueInitialized: true
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Oculus/Platform/Plugins/MacOSX.meta
Normal file
8
Assets/Oculus/Platform/Plugins/MacOSX.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f367078d0f4a144cb7bc7b584b0adb8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,33 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e4d5ccb8c735a2429467360fad0cd3c
|
||||
folderAsset: yes
|
||||
PluginImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
iconMap: {}
|
||||
executionOrder: {}
|
||||
defineConstraints: []
|
||||
isPreloaded: 0
|
||||
isOverridable: 0
|
||||
isExplicitlyReferenced: 0
|
||||
validateReferences: 1
|
||||
platformData:
|
||||
- first:
|
||||
Any:
|
||||
second:
|
||||
enabled: 0
|
||||
settings: {}
|
||||
- first:
|
||||
Editor: Editor
|
||||
second:
|
||||
enabled: 1
|
||||
settings:
|
||||
DefaultValueInitialized: true
|
||||
- first:
|
||||
Standalone: OSXUniversal
|
||||
second:
|
||||
enabled: 1
|
||||
settings: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 70c53dd403707204f8b32d2cab64cec6
|
||||
folderAsset: yes
|
||||
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|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
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@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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||||
guid: 743d439f7c9415f45a29325bfa361b35
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
guid: 0f1e34e9757e19042b2634c0dfd0fc6f
|
||||
folderAsset: yes
|
||||
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|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
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|
||||
fileFormatVersion: 2
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||||
guid: 21c22417b14582c4dbd824bb6ef1565e
|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
APPLWRUN
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7c978e4032c39e5448455062dc281e34
|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
fileFormatVersion: 2
|
||||
guid: 3ec1e24cbd245344f8064211fb45c0b7
|
||||
folderAsset: yes
|
||||
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||||
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|
||||
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||||
fileFormatVersion: 2
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||||
guid: 169420bf4a2db4d4da55ebb7688f2744
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||||
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|
||||
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||||
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|
||||
userData:
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||||
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||||
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||||
fileFormatVersion: 2
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||||
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||||
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||||
fileFormatVersion: 2
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||||
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||||
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||||
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|
||||
userData:
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||||
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|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>files</key>
|
||||
<dict>
|
||||
<key>Resources/darwin-x86_64/liboculus_p2p.dylib</key>
|
||||
<data>
|
||||
JKNLD2GjErCVA+jyjwiOflKeNFE=
|
||||
</data>
|
||||
</dict>
|
||||
<key>files2</key>
|
||||
<dict>
|
||||
<key>Resources/darwin-x86_64/liboculus_p2p.dylib</key>
|
||||
<dict>
|
||||
<key>hash2</key>
|
||||
<data>
|
||||
0Dix3PTkS51fqcK03xNszglO51JTVoPTad1LpFlSEzA=
|
||||
</data>
|
||||
</dict>
|
||||
</dict>
|
||||
<key>rules</key>
|
||||
<dict>
|
||||
<key>^Resources/</key>
|
||||
<true/>
|
||||
<key>^Resources/.*\.lproj/</key>
|
||||
<dict>
|
||||
<key>optional</key>
|
||||
<true/>
|
||||
<key>weight</key>
|
||||
<real>1000</real>
|
||||
</dict>
|
||||
<key>^Resources/.*\.lproj/locversion.plist$</key>
|
||||
<dict>
|
||||
<key>omit</key>
|
||||
<true/>
|
||||
<key>weight</key>
|
||||
<real>1100</real>
|
||||
</dict>
|
||||
<key>^Resources/Base\.lproj/</key>
|
||||
<dict>
|
||||
<key>weight</key>
|
||||
<real>1010</real>
|
||||
</dict>
|
||||
<key>^version.plist$</key>
|
||||
<true/>
|
||||
</dict>
|
||||
<key>rules2</key>
|
||||
<dict>
|
||||
<key>.*\.dSYM($|/)</key>
|
||||
<dict>
|
||||
<key>weight</key>
|
||||
<real>11</real>
|
||||
</dict>
|
||||
<key>^(.*/)?\.DS_Store$</key>
|
||||
<dict>
|
||||
<key>omit</key>
|
||||
<true/>
|
||||
<key>weight</key>
|
||||
<real>2000</real>
|
||||
</dict>
|
||||
<key>^(Frameworks|SharedFrameworks|PlugIns|Plug-ins|XPCServices|Helpers|MacOS|Library/(Automator|Spotlight|LoginItems))/</key>
|
||||
<dict>
|
||||
<key>nested</key>
|
||||
<true/>
|
||||
<key>weight</key>
|
||||
<real>10</real>
|
||||
</dict>
|
||||
<key>^.*</key>
|
||||
<true/>
|
||||
<key>^Info\.plist$</key>
|
||||
<dict>
|
||||
<key>omit</key>
|
||||
<true/>
|
||||
<key>weight</key>
|
||||
<real>20</real>
|
||||
</dict>
|
||||
<key>^PkgInfo$</key>
|
||||
<dict>
|
||||
<key>omit</key>
|
||||
<true/>
|
||||
<key>weight</key>
|
||||
<real>20</real>
|
||||
</dict>
|
||||
<key>^Resources/</key>
|
||||
<dict>
|
||||
<key>weight</key>
|
||||
<real>20</real>
|
||||
</dict>
|
||||
<key>^Resources/.*\.lproj/</key>
|
||||
<dict>
|
||||
<key>optional</key>
|
||||
<true/>
|
||||
<key>weight</key>
|
||||
<real>1000</real>
|
||||
</dict>
|
||||
<key>^Resources/.*\.lproj/locversion.plist$</key>
|
||||
<dict>
|
||||
<key>omit</key>
|
||||
<true/>
|
||||
<key>weight</key>
|
||||
<real>1100</real>
|
||||
</dict>
|
||||
<key>^Resources/Base\.lproj/</key>
|
||||
<dict>
|
||||
<key>weight</key>
|
||||
<real>1010</real>
|
||||
</dict>
|
||||
<key>^[^/]+$</key>
|
||||
<dict>
|
||||
<key>nested</key>
|
||||
<true/>
|
||||
<key>weight</key>
|
||||
<real>10</real>
|
||||
</dict>
|
||||
<key>^embedded\.provisionprofile$</key>
|
||||
<dict>
|
||||
<key>weight</key>
|
||||
<real>20</real>
|
||||
</dict>
|
||||
<key>^version\.plist$</key>
|
||||
<dict>
|
||||
<key>weight</key>
|
||||
<real>20</real>
|
||||
</dict>
|
||||
</dict>
|
||||
</dict>
|
||||
</plist>
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fileFormatVersion: 2
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|
||||
8
Assets/Oculus/Platform/Samples.meta
Normal file
8
Assets/Oculus/Platform/Samples.meta
Normal file
@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 091132ac5db36bb4e85281fe49e64589
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8
Assets/Oculus/Platform/Samples/EntitlementCheck.meta
Normal file
8
Assets/Oculus/Platform/Samples/EntitlementCheck.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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userData:
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assetBundleVariant:
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@@ -0,0 +1,100 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Oculus.Platform;
|
||||
using Oculus.Platform.Models;
|
||||
|
||||
namespace Oculus.Platform.Samples.EntitlementCheck
|
||||
{
|
||||
public class EntitlementCheck : MonoBehaviour
|
||||
{
|
||||
// Implements a default behavior for entitlement check failures by simply exiting the app.
|
||||
// Set to false if the app wants to provide custom logic to handle entitlement check failures.
|
||||
// For example, the app can instead display a modal dialog to the user and exit gracefully.
|
||||
public bool exitAppOnFailure = true;
|
||||
|
||||
// The app can optionally subscribe to these events to do custom entitlement check logic.
|
||||
public static event Action UserFailedEntitlementCheck;
|
||||
public static event Action UserPassedEntitlementCheck;
|
||||
|
||||
void Start()
|
||||
{
|
||||
try
|
||||
{
|
||||
// Init the Oculust Platform SDK and send an entitlement check request.
|
||||
if (!Oculus.Platform.Core.IsInitialized())
|
||||
{
|
||||
Oculus.Platform.Core.Initialize();
|
||||
}
|
||||
|
||||
Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCheckCallback);
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Treat any potential initialization exceptions as an entitlement check failure.
|
||||
HandleEntitlementCheckResult(false);
|
||||
}
|
||||
}
|
||||
|
||||
// Called when the Oculus Platform completes the async entitlement check request and a result is available.
|
||||
void EntitlementCheckCallback(Message msg)
|
||||
{
|
||||
// If the user passed the entitlement check, msg.IsError will be false.
|
||||
// If the user failed the entitlement check, msg.IsError will be true.
|
||||
HandleEntitlementCheckResult(msg.IsError == false);
|
||||
}
|
||||
|
||||
void HandleEntitlementCheckResult(bool result)
|
||||
{
|
||||
if (result) // User passed entitlement check
|
||||
{
|
||||
Debug.Log("Oculus user entitlement check successful.");
|
||||
|
||||
try
|
||||
{
|
||||
// Raise the user passed entitlement check event if the app subscribed a handler to it.
|
||||
if (UserPassedEntitlementCheck != null)
|
||||
{
|
||||
UserPassedEntitlementCheck();
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Suppressing any exceptions to avoid potential exceptions in the app-provided event handler.
|
||||
Debug.LogError("Suppressed exception in app-provided UserPassedEntitlementCheck() event handler.");
|
||||
}
|
||||
}
|
||||
else // User failed entitlement check
|
||||
{
|
||||
try
|
||||
{
|
||||
// Raise the user failed entitlement check event if the app subscribed a handler to it.
|
||||
if (UserFailedEntitlementCheck != null)
|
||||
{
|
||||
UserFailedEntitlementCheck();
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Suppressing any exceptions to avoid potential exceptions in the app-provided event handler.
|
||||
// Ensures the default entitlement check behavior will still execute, if enabled.
|
||||
Debug.LogError("Suppressed exception in app-provided UserFailedEntitlementCheck() event handler.");
|
||||
}
|
||||
|
||||
if (exitAppOnFailure)
|
||||
{
|
||||
// Implements a default behavior for an entitlement check failure -- log the failure and exit the app.
|
||||
Debug.LogError("Oculus user entitlement check failed. Exiting now.");
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#else
|
||||
UnityEngine.Application.Quit();
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Oculus user entitlement check failed.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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214
Assets/Oculus/Platform/Samples/EntitlementCheck/Main.unity
Normal file
214
Assets/Oculus/Platform/Samples/EntitlementCheck/Main.unity
Normal file
@@ -0,0 +1,214 @@
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8
Assets/Oculus/Platform/Samples/NetChat.meta
Normal file
8
Assets/Oculus/Platform/Samples/NetChat.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 382da8b0f95150d43aad8f7bcda2299c
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836
Assets/Oculus/Platform/Samples/NetChat/DataEntry.cs
Normal file
836
Assets/Oculus/Platform/Samples/NetChat/DataEntry.cs
Normal file
@@ -0,0 +1,836 @@
|
||||
namespace Oculus.Platform.Samples.NetChat
|
||||
{
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Collections.Generic;
|
||||
using Oculus.Platform;
|
||||
using Oculus.Platform.Models;
|
||||
|
||||
enum states
|
||||
{
|
||||
NOT_INIT = 0,
|
||||
IDLE,
|
||||
REQUEST_FIND,
|
||||
FINDING_ROOM,
|
||||
REQUEST_CREATE,
|
||||
REQUEST_JOIN,
|
||||
REQUEST_LEAVE,
|
||||
IN_EMPTY_ROOM,
|
||||
IN_FULL_ROOM
|
||||
}
|
||||
|
||||
// Pools are defined on the Oculus developer portal
|
||||
//
|
||||
// For this test we have a pool created with the pool key set as 'filter_pool'
|
||||
// Mode is set to 'Room'
|
||||
// Skill Pool is set to 'None'
|
||||
// We are not considering Round Trip Time
|
||||
// The following Data Settings are set:
|
||||
// key: map_name, Type: STRING, String options: Small_Map, Big_Map, Really_Big_Map
|
||||
// key: game_type, Type: STRING, String Options: deathmatch, CTF
|
||||
//
|
||||
// We also have the following two queries defined:
|
||||
// Query Key: map
|
||||
// Template: Set (String)
|
||||
// Key: map_name
|
||||
// Wildcards: map_param_1, map_param_2
|
||||
//
|
||||
// Query Key: game_type
|
||||
// Template: Set (String)
|
||||
// Key: game_type_name
|
||||
// Wildcards: game_type_param
|
||||
//
|
||||
// For this test we have a pool created with the pool key set as 'bout_pool'
|
||||
// Mode is set to 'Bout'
|
||||
// Skill Pool is set to 'None'
|
||||
// We are not considering Round Trip Time
|
||||
// No Data Settings are set:
|
||||
//
|
||||
|
||||
public static class Constants
|
||||
{
|
||||
public const int BUFFER_SIZE = 512;
|
||||
public const string BOUT_POOL = "bout_pool";
|
||||
public const string FILTER_POOL = "filter_pool";
|
||||
}
|
||||
|
||||
public class chatPacket
|
||||
{
|
||||
public int packetID { get; set; }
|
||||
public string textString { get; set; }
|
||||
|
||||
public byte[] Serialize()
|
||||
{
|
||||
using (MemoryStream m = new MemoryStream())
|
||||
{
|
||||
using (BinaryWriter writer = new BinaryWriter(m))
|
||||
{
|
||||
// Limit our string to BUFFER_SIZE
|
||||
if (textString.Length > Constants.BUFFER_SIZE)
|
||||
{
|
||||
textString = textString.Substring(0, Constants.BUFFER_SIZE-1);
|
||||
}
|
||||
writer.Write(packetID);
|
||||
writer.Write(textString.ToCharArray());
|
||||
writer.Write('\0');
|
||||
}
|
||||
return m.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
public static chatPacket Deserialize(byte[] data)
|
||||
{
|
||||
chatPacket result = new chatPacket();
|
||||
using (MemoryStream m = new MemoryStream(data))
|
||||
{
|
||||
using (BinaryReader reader = new BinaryReader(m))
|
||||
{
|
||||
result.packetID = reader.ReadInt32();
|
||||
result.textString = System.Text.Encoding.Default.GetString(reader.ReadBytes(Constants.BUFFER_SIZE));
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
public class DataEntry : MonoBehaviour {
|
||||
|
||||
public Text dataOutput;
|
||||
|
||||
states currentState;
|
||||
User localUser;
|
||||
User remoteUser;
|
||||
Room currentRoom;
|
||||
int lastPacketID;
|
||||
bool ratedMatchStarted;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
currentState = states.NOT_INIT;
|
||||
localUser = null;
|
||||
remoteUser = null;
|
||||
currentRoom = null;
|
||||
lastPacketID = 0;
|
||||
ratedMatchStarted = false;
|
||||
|
||||
Core.Initialize();
|
||||
|
||||
// Setup our room update handler
|
||||
Rooms.SetUpdateNotificationCallback(updateRoom);
|
||||
// Setup our match found handler
|
||||
Matchmaking.SetMatchFoundNotificationCallback(foundMatch);
|
||||
|
||||
checkEntitlement();
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
string currentText = GetComponent<InputField>().text;
|
||||
|
||||
if (Input.GetKey(KeyCode.Return))
|
||||
{
|
||||
if (currentText != "")
|
||||
{
|
||||
SubmitCommand(currentText);
|
||||
}
|
||||
|
||||
GetComponent<InputField>().text = "";
|
||||
}
|
||||
|
||||
processNetPackets();
|
||||
// Handle all messages being returned
|
||||
Request.RunCallbacks();
|
||||
}
|
||||
|
||||
void SubmitCommand(string command)
|
||||
{
|
||||
string[] commandParams = command.Split('!');
|
||||
|
||||
if (commandParams.Length > 0)
|
||||
{
|
||||
switch (commandParams[0])
|
||||
{
|
||||
case "c":
|
||||
requestCreateRoom();
|
||||
break;
|
||||
case "d":
|
||||
requestCreateFilterRoom();
|
||||
break;
|
||||
case "f":
|
||||
requestFindMatch();
|
||||
break;
|
||||
case "g":
|
||||
requestFindRoom();
|
||||
break;
|
||||
case "i":
|
||||
requestFindFilteredRoom();
|
||||
break;
|
||||
case "s":
|
||||
if (commandParams.Length > 1)
|
||||
{
|
||||
sendChat(commandParams[1]);
|
||||
}
|
||||
break;
|
||||
case "l":
|
||||
requestLeaveRoom();
|
||||
break;
|
||||
case "1":
|
||||
requestStartRatedMatch();
|
||||
break;
|
||||
case "2":
|
||||
requestReportResults();
|
||||
break;
|
||||
default:
|
||||
printOutputLine("Invalid Command");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void printOutputLine(String newLine)
|
||||
{
|
||||
dataOutput.text = "> " + newLine + System.Environment.NewLine + dataOutput.text;
|
||||
}
|
||||
|
||||
void checkEntitlement()
|
||||
{
|
||||
Entitlements.IsUserEntitledToApplication().OnComplete(getEntitlementCallback);
|
||||
}
|
||||
|
||||
void getEntitlementCallback(Message msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("You are entitled to use this app.");
|
||||
Users.GetLoggedInUser().OnComplete(init);
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("You are NOT entitled to use this app.");
|
||||
}
|
||||
}
|
||||
|
||||
void init(Message<User> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
User user = msg.Data;
|
||||
localUser = user;
|
||||
|
||||
currentState = states.IDLE;
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received get current user error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
|
||||
// Retry getting the current user
|
||||
Users.GetLoggedInUser().OnComplete(init);
|
||||
currentState = states.NOT_INIT;
|
||||
}
|
||||
}
|
||||
|
||||
void requestCreateRoom()
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case states.NOT_INIT:
|
||||
printOutputLine("The app has not initialized properly and we don't know your userID.");
|
||||
break;
|
||||
case states.IDLE:
|
||||
printOutputLine("Trying to create a matchmaking room");
|
||||
Matchmaking.CreateAndEnqueueRoom(Constants.FILTER_POOL, 8, true, null).OnComplete(createRoomResponse);
|
||||
currentState = states.REQUEST_CREATE;
|
||||
break;
|
||||
case states.REQUEST_FIND:
|
||||
printOutputLine("You have already made a request to find a room. Please wait for that request to complete.");
|
||||
break;
|
||||
case states.FINDING_ROOM:
|
||||
printOutputLine("You have already currently looking for a room. Please wait for the match to be made.");
|
||||
break;
|
||||
case states.REQUEST_JOIN:
|
||||
printOutputLine("We are currently trying to join a room. Please wait to see if we can join it.");
|
||||
break;
|
||||
case states.REQUEST_LEAVE:
|
||||
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.");
|
||||
break;
|
||||
case states.REQUEST_CREATE:
|
||||
printOutputLine("You have already requested a matchmaking room to be created. Please wait for the room to be made.");
|
||||
break;
|
||||
case states.IN_EMPTY_ROOM:
|
||||
printOutputLine("You have already in a matchmaking room. Please wait for an opponent to join.");
|
||||
break;
|
||||
case states.IN_FULL_ROOM:
|
||||
printOutputLine("You have already in a match.");
|
||||
break;
|
||||
default:
|
||||
printOutputLine("You have hit an unknown state.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void createRoomResponse(Message<MatchmakingEnqueueResultAndRoom> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Received create matchmaking room success");
|
||||
Room room = msg.Data.Room;
|
||||
currentRoom = room;
|
||||
|
||||
printOutputLine("RoomID: " + room.ID.ToString());
|
||||
currentState = states.IN_EMPTY_ROOM;
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received create matchmaking room Error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
printOutputLine("You can only create a matchmaking room for pools of mode Room. Make sure you have an appropriate pool setup on the Developer portal.\n");
|
||||
currentState = states.IDLE;
|
||||
}
|
||||
}
|
||||
|
||||
void requestCreateFilterRoom()
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case states.NOT_INIT:
|
||||
printOutputLine("The app has not initialized properly and we don't know your userID.\n");
|
||||
break;
|
||||
|
||||
case states.IDLE:
|
||||
printOutputLine("Trying to create a matchmaking room");
|
||||
|
||||
// We're going to create a room that has the following values set:
|
||||
// game_type_name = "CTF"
|
||||
// map_name = "Really_Big_Map"
|
||||
//
|
||||
|
||||
Matchmaking.CustomQuery roomCustomQuery = new Matchmaking.CustomQuery();
|
||||
|
||||
roomCustomQuery.criteria = null;
|
||||
roomCustomQuery.data = new Dictionary<string, object>();
|
||||
|
||||
roomCustomQuery.data.Add("game_type_name", "CTF");
|
||||
roomCustomQuery.data.Add("map_name", "Really_Big_Map");
|
||||
|
||||
Matchmaking.CreateAndEnqueueRoom(Constants.FILTER_POOL, 8, true, roomCustomQuery).OnComplete(createRoomResponse);
|
||||
currentState = states.REQUEST_CREATE;
|
||||
break;
|
||||
|
||||
case states.REQUEST_FIND:
|
||||
printOutputLine("You have already made a request to find a room. Please wait for that request to complete.\n");
|
||||
break;
|
||||
case states.FINDING_ROOM:
|
||||
printOutputLine("You have already currently looking for a room. Please wait for the match to be made.\n");
|
||||
break;
|
||||
case states.REQUEST_JOIN:
|
||||
printOutputLine("We are currently trying to join a room. Please wait to see if we can join it.\n");
|
||||
break;
|
||||
case states.REQUEST_LEAVE:
|
||||
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.\n");
|
||||
break;
|
||||
case states.REQUEST_CREATE:
|
||||
printOutputLine("You have already requested a matchmaking room to be created. Please wait for the room to be made.\n");
|
||||
break;
|
||||
case states.IN_EMPTY_ROOM:
|
||||
printOutputLine("You have already in a matchmaking room. Please wait for an opponent to join.\n");
|
||||
break;
|
||||
case states.IN_FULL_ROOM:
|
||||
printOutputLine("You have already in a match.\n");
|
||||
break;
|
||||
default:
|
||||
printOutputLine("You have hit an unknown state.\n");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void requestFindRoom()
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case states.NOT_INIT:
|
||||
printOutputLine("The app has not initialized properly and we don't know your userID.");
|
||||
break;
|
||||
|
||||
case states.IDLE:
|
||||
printOutputLine("\nTrying to find a matchmaking room\n");
|
||||
|
||||
Matchmaking.Enqueue(Constants.FILTER_POOL, null).OnComplete(searchingStarted);
|
||||
currentState = states.REQUEST_FIND;
|
||||
break;
|
||||
|
||||
case states.REQUEST_FIND:
|
||||
printOutputLine("You have already made a request to find a room. Please wait for that request to complete.");
|
||||
break;
|
||||
|
||||
case states.FINDING_ROOM:
|
||||
printOutputLine("You have already currently looking for a room. Please wait for the match to be made.");
|
||||
break;
|
||||
|
||||
case states.REQUEST_JOIN:
|
||||
printOutputLine("We are currently trying to join a room. Please wait to see if we can join it.");
|
||||
break;
|
||||
|
||||
case states.REQUEST_LEAVE:
|
||||
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.");
|
||||
break;
|
||||
|
||||
case states.REQUEST_CREATE:
|
||||
printOutputLine("You have already requested a matchmaking room to be created. Please wait for the room to be made.");
|
||||
break;
|
||||
|
||||
case states.IN_EMPTY_ROOM:
|
||||
printOutputLine("You have already in a matchmaking room. Please wait for an opponent to join.");
|
||||
break;
|
||||
|
||||
case states.IN_FULL_ROOM:
|
||||
printOutputLine("You have already in a match.");
|
||||
break;
|
||||
|
||||
default:
|
||||
printOutputLine("You have hit an unknown state.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void requestFindFilteredRoom()
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case states.NOT_INIT:
|
||||
printOutputLine("The app has not initialized properly and we don't know your userID.");
|
||||
break;
|
||||
|
||||
case states.IDLE:
|
||||
printOutputLine("Trying to find a matchmaking room");
|
||||
|
||||
// Our search filter criterion
|
||||
//
|
||||
// We're filtering using two different queries setup on the developer portal
|
||||
//
|
||||
// map - query to filter by map. The query allows you to filter with up to two different maps using keys called 'map_1' and 'map_2'
|
||||
// game_type - query to filter by game type. The query allows you to filter with up to two different game types using keys called 'type_1' and 'type_2'
|
||||
//
|
||||
// In the example below we are filtering for matches that are of type CTF and on either Big_Map or Really_Big_Map.
|
||||
//
|
||||
|
||||
Matchmaking.CustomQuery roomCustomQuery = new Matchmaking.CustomQuery();
|
||||
Matchmaking.CustomQuery.Criterion[] queries = new Matchmaking.CustomQuery.Criterion[2];
|
||||
|
||||
queries[0].key = "map";
|
||||
queries[0].importance = MatchmakingCriterionImportance.Required;
|
||||
queries[0].parameters = new Dictionary<string, object>();
|
||||
queries[0].parameters.Add("map_param_1","Really_Big_Map");
|
||||
queries[0].parameters.Add("map_param_2", "Big_Map");
|
||||
|
||||
queries[1].key = "game_type";
|
||||
queries[1].importance = MatchmakingCriterionImportance.Required;
|
||||
queries[1].parameters = new Dictionary<string, object>();
|
||||
queries[1].parameters.Add("game_type_param", "CTF");
|
||||
|
||||
roomCustomQuery.criteria = queries;
|
||||
roomCustomQuery.data = null;
|
||||
|
||||
Matchmaking.Enqueue(Constants.FILTER_POOL, roomCustomQuery);
|
||||
currentState = states.REQUEST_FIND;
|
||||
break;
|
||||
|
||||
case states.REQUEST_FIND:
|
||||
printOutputLine("You have already made a request to find a room. Please wait for that request to complete.");
|
||||
break;
|
||||
|
||||
case states.FINDING_ROOM:
|
||||
printOutputLine("You have already currently looking for a room. Please wait for the match to be made.");
|
||||
break;
|
||||
|
||||
case states.REQUEST_JOIN:
|
||||
printOutputLine("We are currently trying to join a room. Please wait to see if we can join it.");
|
||||
break;
|
||||
|
||||
case states.REQUEST_LEAVE:
|
||||
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.");
|
||||
break;
|
||||
|
||||
case states.REQUEST_CREATE:
|
||||
printOutputLine("You have already requested a matchmaking room to be created. Please wait for the room to be made.");
|
||||
break;
|
||||
|
||||
case states.IN_EMPTY_ROOM:
|
||||
printOutputLine("You have already in a matchmaking room. Please wait for an opponent to join.");
|
||||
break;
|
||||
|
||||
case states.IN_FULL_ROOM:
|
||||
printOutputLine("You have already in a match.");
|
||||
break;
|
||||
|
||||
default:
|
||||
printOutputLine("You have hit an unknown state.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void foundMatch(Message<Room> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Received find match success. We are now going to request to join the room.");
|
||||
Room room = msg.Data;
|
||||
|
||||
Rooms.Join(room.ID, true).OnComplete(joinRoomResponse);
|
||||
currentState = states.REQUEST_JOIN;
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received find match error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
currentState = states.IDLE;
|
||||
}
|
||||
}
|
||||
|
||||
void joinRoomResponse(Message<Room> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Received join room success.");
|
||||
currentRoom = msg.Data;
|
||||
|
||||
currentState = states.IN_EMPTY_ROOM;
|
||||
|
||||
// Try to pull out remote user's ID if they have already joined
|
||||
if (currentRoom.UsersOptional != null)
|
||||
{
|
||||
foreach (User element in currentRoom.UsersOptional)
|
||||
{
|
||||
if (element.ID != localUser.ID)
|
||||
{
|
||||
remoteUser = element;
|
||||
currentState = states.IN_FULL_ROOM;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received join room error");
|
||||
printOutputLine("It's possible the room filled up before you could join it.");
|
||||
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
currentState = states.IDLE;
|
||||
}
|
||||
}
|
||||
|
||||
void requestFindMatch()
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case states.NOT_INIT:
|
||||
printOutputLine("The app has not initialized properly and we don't know your userID.");
|
||||
break;
|
||||
case states.IDLE:
|
||||
printOutputLine("Trying to find a matchmaking room");
|
||||
Matchmaking.Enqueue(Constants.BOUT_POOL, null).OnComplete(searchingStarted);
|
||||
currentState = states.REQUEST_FIND;
|
||||
break;
|
||||
case states.REQUEST_FIND:
|
||||
printOutputLine("You have already made a request to find a room. Please wait for that request to complete.");
|
||||
break;
|
||||
case states.FINDING_ROOM:
|
||||
printOutputLine("You have already currently looking for a room. Please wait for the match to be made.");
|
||||
break;
|
||||
case states.REQUEST_JOIN:
|
||||
printOutputLine("We are currently trying to join a room. Please wait to see if we can join it.");
|
||||
break;
|
||||
case states.REQUEST_LEAVE:
|
||||
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.");
|
||||
break;
|
||||
case states.REQUEST_CREATE:
|
||||
printOutputLine("You have already requested a matchmaking room to be created. Please wait for the room to be made.");
|
||||
break;
|
||||
case states.IN_EMPTY_ROOM:
|
||||
printOutputLine("You have already in a matchmaking room. Please wait for an opponent to join.");
|
||||
break;
|
||||
case states.IN_FULL_ROOM:
|
||||
printOutputLine("You have already in a match.");
|
||||
break;
|
||||
default:
|
||||
printOutputLine("You have hit an unknown state.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void searchingStarted(Message msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Searching for a match successfully started");
|
||||
currentState = states.REQUEST_FIND;
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Searching for a match error");
|
||||
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void updateRoom(Message<Room> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Received room update notification");
|
||||
Room room = msg.Data;
|
||||
|
||||
if (currentState == states.IN_EMPTY_ROOM)
|
||||
{
|
||||
// Check to see if this update is another user joining
|
||||
if (room.UsersOptional != null)
|
||||
{
|
||||
foreach (User element in room.UsersOptional)
|
||||
{
|
||||
if (element.ID != localUser.ID)
|
||||
{
|
||||
remoteUser = element;
|
||||
currentState = states.IN_FULL_ROOM;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Check to see if this update is another user leaving
|
||||
if (room.UsersOptional != null && room.UsersOptional.Count == 1)
|
||||
{
|
||||
printOutputLine("User ID: " + remoteUser.ID.ToString() + "has left");
|
||||
remoteUser = null;
|
||||
currentState = states.IN_EMPTY_ROOM;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received room update error");
|
||||
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void sendChat(string chatMessage)
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case states.NOT_INIT:
|
||||
printOutputLine("The app has not initialized properly and we don't know your userID.");
|
||||
break;
|
||||
|
||||
case states.IDLE:
|
||||
case states.REQUEST_FIND:
|
||||
case states.FINDING_ROOM:
|
||||
case states.REQUEST_JOIN:
|
||||
case states.REQUEST_CREATE:
|
||||
case states.REQUEST_LEAVE:
|
||||
case states.IN_EMPTY_ROOM:
|
||||
printOutputLine("You need to be in a room with another player to send a message.");
|
||||
break;
|
||||
|
||||
case states.IN_FULL_ROOM:
|
||||
{
|
||||
chatPacket newMessage = new chatPacket();
|
||||
|
||||
// Create a packet to send with the packet ID and string payload
|
||||
lastPacketID++;
|
||||
newMessage.packetID = lastPacketID;
|
||||
newMessage.textString = chatMessage;
|
||||
|
||||
Oculus.Platform.Net.SendPacket(remoteUser.ID, newMessage.Serialize(), SendPolicy.Reliable);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
printOutputLine("You have hit an unknown state.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void processNetPackets()
|
||||
{
|
||||
Packet incomingPacket = Net.ReadPacket();
|
||||
|
||||
while (incomingPacket != null)
|
||||
{
|
||||
byte[] rawBits = new byte[incomingPacket.Size];
|
||||
incomingPacket.ReadBytes(rawBits);
|
||||
|
||||
chatPacket newMessage = chatPacket.Deserialize(rawBits);
|
||||
|
||||
printOutputLine("Chat Text: " + newMessage.textString.ToString());
|
||||
printOutputLine("Received Packet from UserID: " + incomingPacket.SenderID.ToString());
|
||||
printOutputLine("Received Packet ID: " + newMessage.packetID.ToString());
|
||||
|
||||
// Look to see if there's another packet waiting
|
||||
incomingPacket = Net.ReadPacket();
|
||||
}
|
||||
}
|
||||
|
||||
void requestLeaveRoom()
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case states.NOT_INIT:
|
||||
printOutputLine("The app has not initialized properly and we don't know your userID.");
|
||||
break;
|
||||
|
||||
case states.IDLE:
|
||||
case states.REQUEST_FIND:
|
||||
case states.FINDING_ROOM:
|
||||
case states.REQUEST_JOIN:
|
||||
case states.REQUEST_CREATE:
|
||||
printOutputLine("You are currently not in a room to leave.");
|
||||
break;
|
||||
|
||||
case states.REQUEST_LEAVE:
|
||||
printOutputLine("We are currently trying to leave a room. Please wait to see if we can leave it.");
|
||||
break;
|
||||
|
||||
case states.IN_EMPTY_ROOM:
|
||||
case states.IN_FULL_ROOM:
|
||||
printOutputLine("Trying to leave room.");
|
||||
Rooms.Leave(currentRoom.ID).OnComplete(leaveRoomResponse);
|
||||
break;
|
||||
|
||||
default:
|
||||
printOutputLine("You have hit an unknown state.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void leaveRoomResponse(Message<Room> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("We were able to leave the room");
|
||||
currentRoom = null;
|
||||
remoteUser = null;
|
||||
currentState = states.IDLE;
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Leave room error");
|
||||
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void requestStartRatedMatch()
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case states.NOT_INIT:
|
||||
printOutputLine("The app has not initialized properly and we don't know your userID.");
|
||||
break;
|
||||
|
||||
case states.IDLE:
|
||||
case states.REQUEST_FIND:
|
||||
case states.FINDING_ROOM:
|
||||
case states.REQUEST_JOIN:
|
||||
case states.REQUEST_CREATE:
|
||||
case states.REQUEST_LEAVE:
|
||||
case states.IN_EMPTY_ROOM:
|
||||
printOutputLine("You need to be in a room with another player to start a rated match.");
|
||||
break;
|
||||
|
||||
case states.IN_FULL_ROOM:
|
||||
printOutputLine("Trying to start a rated match. This call should be made once a rated match begins so we will be able to submit results after the game is done.");
|
||||
|
||||
Matchmaking.StartMatch(currentRoom.ID).OnComplete(startRatedMatchResponse);
|
||||
break;
|
||||
|
||||
default:
|
||||
printOutputLine("You have hit an unknown state.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void startRatedMatchResponse(Message msg)
|
||||
{
|
||||
if(!msg.IsError)
|
||||
{
|
||||
printOutputLine("Started a rated match");
|
||||
ratedMatchStarted = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Received starting rated match failure: " + error.Message);
|
||||
printOutputLine("Your matchmaking pool needs to have a skill pool associated with it to play rated matches");
|
||||
}
|
||||
}
|
||||
|
||||
void requestReportResults()
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case states.NOT_INIT:
|
||||
printOutputLine("The app has not initialized properly and we don't know your userID.");
|
||||
break;
|
||||
|
||||
case states.IDLE:
|
||||
case states.REQUEST_FIND:
|
||||
case states.FINDING_ROOM:
|
||||
case states.REQUEST_JOIN:
|
||||
case states.REQUEST_CREATE:
|
||||
case states.REQUEST_LEAVE:
|
||||
printOutputLine("You need to be in a room with another player to report results on a rated match.");
|
||||
break;
|
||||
|
||||
case states.IN_EMPTY_ROOM:
|
||||
case states.IN_FULL_ROOM:
|
||||
if (ratedMatchStarted)
|
||||
{
|
||||
printOutputLine("Submitting rated match results.");
|
||||
|
||||
Dictionary <string, int> results = new Dictionary<string, int>();
|
||||
results.Add(localUser.ID.ToString(), 1);
|
||||
results.Add(remoteUser.ID.ToString(), 2);
|
||||
|
||||
Matchmaking.ReportResultsInsecure(currentRoom.ID, results).OnComplete(reportResultsResponse);
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("You can't report results unless you've already started a rated match");
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
printOutputLine("You have hit an unknown state.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void reportResultsResponse(Message msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Rated match results reported. Now attempting to leave room.");
|
||||
ratedMatchStarted = false;
|
||||
requestLeaveRoom();
|
||||
}
|
||||
else
|
||||
{
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Received reporting rated match failure: " + error.Message);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Oculus/Platform/Samples/NetChat/DataEntry.cs.meta
Normal file
11
Assets/Oculus/Platform/Samples/NetChat/DataEntry.cs.meta
Normal file
@@ -0,0 +1,11 @@
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|
||||
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|
||||
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|
||||
900
Assets/Oculus/Platform/Samples/NetChat/MainScene.unity
Normal file
900
Assets/Oculus/Platform/Samples/NetChat/MainScene.unity
Normal file
@@ -0,0 +1,900 @@
|
||||
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// Uncomment this if you have the Touch controller classes in your project
|
||||
//#define USE_OVRINPUT
|
||||
|
||||
using Oculus.Platform;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/**
|
||||
* This class shows a very simple way to integrate setting the Rich Presence
|
||||
* with a destination and how to respond to a user's app launch details that
|
||||
* include the destination they wish to travel to.
|
||||
*/
|
||||
public class RichPresenceSample : MonoBehaviour
|
||||
{
|
||||
/**
|
||||
* Sets extra fields on the rich presence
|
||||
*/
|
||||
|
||||
// Optional message to override the deep-link message set in the developer
|
||||
// dashboard. This is where you can specify the ID for a room, party,
|
||||
// matchmaking pool or group server. There should be no whitespaces.
|
||||
public string DeeplinkMessageOverride;
|
||||
|
||||
// A boolean to indicate whether the destination is joinable. You can check
|
||||
// the current capacity against the max capacity to determine whether the room
|
||||
// is joinable.
|
||||
public bool IsJoinable;
|
||||
|
||||
// A boolean to indicate whether the current user is idling in the app.
|
||||
public bool IsIdle;
|
||||
|
||||
// The current capacity at that destination. Used for displaying with the
|
||||
// extra context when it's set to RichPresenceExtraContext.CurrentCapacity
|
||||
public uint CurrentCapacity;
|
||||
|
||||
// The maximum capacity of the destination. Can be used with current capacity
|
||||
// to see if a user can join. For example, when used with a room, set the max
|
||||
// capacity of the destination to the max capacity of the room.
|
||||
// Used for displaying with the extra context when it's set to
|
||||
// RichPresenceExtraContext.CurrentCapacity
|
||||
public uint MaxCapacity;
|
||||
|
||||
// The time the current match starts or started. Used for displaying with the
|
||||
// extra context when it's set to RichPresenceExtraContext.StartedAgo
|
||||
public System.DateTime StartTime = System.DateTime.Now;
|
||||
|
||||
// The time the current match ends. Used for displaying with the
|
||||
// extra context when it's set to RichPresenceExtraContext.EndingIn
|
||||
public System.DateTime EndTime = System.DateTime.Now.AddHours(2);
|
||||
|
||||
// Extra information to set the user’s presence correctly. This should give
|
||||
// more insight for people to decided whether or not to join the user.
|
||||
public RichPresenceExtraContext ExtraContext = RichPresenceExtraContext.LookingForAMatch;
|
||||
|
||||
public Text InVRConsole;
|
||||
public Text DestinationsConsole;
|
||||
|
||||
private List<string> DestinationAPINames = new List<string>();
|
||||
private ulong LoggedInUserID = 0;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
UpdateConsole("Init Oculus Platform SDK...");
|
||||
Core.AsyncInitialize().OnComplete(message => {
|
||||
if (message.IsError)
|
||||
{
|
||||
// Init failed, nothing will work
|
||||
UpdateConsole(message.GetError().Message);
|
||||
}
|
||||
else
|
||||
{
|
||||
/**
|
||||
* Get the deeplink message when the app starts up
|
||||
*/
|
||||
UpdateConsole("Init complete!\n" + GetAppLaunchDetails());
|
||||
|
||||
/**
|
||||
* Get and cache the Logged in User ID for future queries
|
||||
*/
|
||||
Users.GetLoggedInUser().OnComplete(OnLoggedInUser);
|
||||
|
||||
/**
|
||||
* Get the list of destinations defined for this app from the developer portal
|
||||
*/
|
||||
RichPresence.GetDestinations().OnComplete(OnGetDestinations);
|
||||
|
||||
/**
|
||||
* Listen for future deeplink message changes that might come in
|
||||
*/
|
||||
ApplicationLifecycle.SetLaunchIntentChangedNotificationCallback(OnLaunchIntentChangeNotif);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Setting the rich presence
|
||||
*/
|
||||
void SetPresence()
|
||||
{
|
||||
var options = new RichPresenceOptions();
|
||||
|
||||
// Only Destination API Name is required
|
||||
options.SetApiName(DestinationAPINames[DestinationIndex]);
|
||||
|
||||
// Override the deeplink message if you like, otherwise it will use the one found in the destination
|
||||
if (!string.IsNullOrEmpty(DeeplinkMessageOverride))
|
||||
{
|
||||
options.SetDeeplinkMessageOverride(DeeplinkMessageOverride);
|
||||
}
|
||||
|
||||
// Set is Joinable to let other players deeplink and join this user via the presence
|
||||
options.SetIsJoinable(IsJoinable);
|
||||
|
||||
// Set if the user is idle
|
||||
options.SetIsIdle(IsIdle);
|
||||
|
||||
// Used when displaying the current to max capacity on the user's presence
|
||||
options.SetCurrentCapacity(CurrentCapacity);
|
||||
options.SetMaxCapacity(MaxCapacity);
|
||||
|
||||
// Used to display how long since this start / when will this end
|
||||
options.SetStartTime(StartTime);
|
||||
options.SetEndTime(EndTime);
|
||||
|
||||
// Used to display extra info like the capacity, start/end times, or looking for a match
|
||||
options.SetExtraContext(ExtraContext);
|
||||
UpdateConsole("Setting Rich Presence to " + DestinationAPINames[DestinationIndex] + " ...");
|
||||
|
||||
// Here we are setting the rich presence then fetching it after we successfully set it
|
||||
RichPresence.Set(options).OnComplete(message => {
|
||||
if (message.IsError)
|
||||
{
|
||||
UpdateConsole(message.GetError().Message);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Note that Users.GetLoggedInUser() does not do a server fetch and will
|
||||
// not get an updated presence status
|
||||
Users.Get(LoggedInUserID).OnComplete(message2 =>
|
||||
{
|
||||
if (message2.IsError)
|
||||
{
|
||||
UpdateConsole("Success! But rich presence is unknown!");
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateConsole("Rich Presence set to:\n" + message2.Data.Presence + "\n" + message2.Data.PresenceDeeplinkMessage + "\n" + message2.Data.PresenceDestinationApiName);
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Clearing the rich presence
|
||||
*/
|
||||
void ClearPresence()
|
||||
{
|
||||
UpdateConsole("Clearing Rich Presence...");
|
||||
RichPresence.Clear().OnComplete(message => {
|
||||
if (message.IsError)
|
||||
{
|
||||
UpdateConsole(message.GetError().Message);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clearing the rich presence then fetching the user's presence afterwards
|
||||
Users.Get(LoggedInUserID).OnComplete(message2 =>
|
||||
{
|
||||
if (message2.IsError)
|
||||
{
|
||||
UpdateConsole("Rich Presence cleared! But rich presence is unknown!");
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateConsole("Rich Presence cleared!\n" + message2.Data.Presence + "\n");
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Getting the deeplink information off the app launch details. When a user requests
|
||||
* to travel to a destination from outside your app, their request will be found here
|
||||
* Get the info to bring the user to the expected destination.
|
||||
*/
|
||||
string GetAppLaunchDetails()
|
||||
{
|
||||
var launchDetails = ApplicationLifecycle.GetLaunchDetails();
|
||||
|
||||
// The other users this user expect to see after traveling to the destination
|
||||
// If there is conflicting data between the inputted users and destination,
|
||||
// favor using the users.
|
||||
// For example, if user A & destination 1 was passed in, but user A is now
|
||||
// in destination 2, it is better to bring the current user to destination 2
|
||||
// if possible.
|
||||
var users = launchDetails.UsersOptional;
|
||||
var usersCount = (users != null) ? users.Count : 0;
|
||||
|
||||
// The deeplink message, this should give enough info on how to go the
|
||||
// destination in the app.
|
||||
var deeplinkMessage = launchDetails.DeeplinkMessage;
|
||||
|
||||
// The API Name of the destination. You can set the user to this after
|
||||
// navigating to the app
|
||||
var destinationApiName = launchDetails.DestinationApiName;
|
||||
|
||||
var detailsString = "-Deeplink Message:\n" + deeplinkMessage + "\n-Api Name:\n" + destinationApiName + "\n-Users:\n";
|
||||
if (usersCount > 0)
|
||||
{
|
||||
foreach(var user in users)
|
||||
{
|
||||
detailsString += user.OculusID + "\n";
|
||||
}
|
||||
} else
|
||||
{
|
||||
detailsString += "null\n";
|
||||
}
|
||||
detailsString += "\n";
|
||||
return detailsString;
|
||||
}
|
||||
|
||||
// User has interacted with a deeplink outside this app
|
||||
void OnLaunchIntentChangeNotif(Oculus.Platform.Message<string> message)
|
||||
{
|
||||
if (message.IsError)
|
||||
{
|
||||
UpdateConsole(message.GetError().Message);
|
||||
} else
|
||||
{
|
||||
UpdateConsole("Updated launch details:\n" + GetAppLaunchDetails());
|
||||
}
|
||||
}
|
||||
|
||||
void OnGetDestinations(Message<Oculus.Platform.Models.DestinationList> message)
|
||||
{
|
||||
if (message.IsError)
|
||||
{
|
||||
UpdateConsole("Could not get the list of destinations!");
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach(Oculus.Platform.Models.Destination destination in message.Data)
|
||||
{
|
||||
DestinationAPINames.Add(destination.ApiName);
|
||||
UpdateDestinationsConsole();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region Helper Functions
|
||||
|
||||
private int DestinationIndex = 0;
|
||||
private bool OnlyPushUpOnce = false;
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (PressAButton())
|
||||
{
|
||||
if (DestinationAPINames.Count > 0)
|
||||
{
|
||||
SetPresence();
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateConsole("No destinations to set to!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (PressBButton())
|
||||
{
|
||||
ClearPresence();
|
||||
}
|
||||
|
||||
ScrollThroughDestinations();
|
||||
}
|
||||
|
||||
private void ScrollThroughDestinations()
|
||||
{
|
||||
if (PressUp())
|
||||
{
|
||||
if (!OnlyPushUpOnce)
|
||||
{
|
||||
DestinationIndex--;
|
||||
if (DestinationIndex < 0)
|
||||
{
|
||||
DestinationIndex = DestinationAPINames.Count - 1;
|
||||
}
|
||||
OnlyPushUpOnce = true;
|
||||
UpdateDestinationsConsole();
|
||||
}
|
||||
}
|
||||
else if (PressDown())
|
||||
{
|
||||
if (!OnlyPushUpOnce)
|
||||
{
|
||||
DestinationIndex++;
|
||||
if (DestinationIndex >= DestinationAPINames.Count)
|
||||
{
|
||||
DestinationIndex = 0;
|
||||
}
|
||||
OnlyPushUpOnce = true;
|
||||
UpdateDestinationsConsole();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
OnlyPushUpOnce = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateDestinationsConsole()
|
||||
{
|
||||
if (DestinationAPINames.Count == 0)
|
||||
{
|
||||
DestinationsConsole.text = "Add some destinations to the developer dashboard first!";
|
||||
}
|
||||
string destinations = "Destination API Names:\n";
|
||||
for (int i = 0; i < DestinationAPINames.Count; i++)
|
||||
{
|
||||
if (i == DestinationIndex)
|
||||
{
|
||||
destinations += "==>";
|
||||
}
|
||||
destinations += DestinationAPINames[i] + "\n";
|
||||
}
|
||||
DestinationsConsole.text = destinations;
|
||||
}
|
||||
|
||||
private void OnLoggedInUser(Message<Oculus.Platform.Models.User> message)
|
||||
{
|
||||
if (message.IsError)
|
||||
{
|
||||
Debug.LogError("Cannot get logged in user");
|
||||
}
|
||||
else
|
||||
{
|
||||
LoggedInUserID = message.Data.ID;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateConsole(string value)
|
||||
{
|
||||
Debug.Log(value);
|
||||
|
||||
InVRConsole.text =
|
||||
"Scroll Up/Down on Right Thumbstick\n(A) - Set Rich Presence to selected\n(B) - Clear Rich Presence\n\n" + value;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region I/O Inputs
|
||||
private bool PressAButton()
|
||||
{
|
||||
#if USE_OVRINPUT
|
||||
return OVRInput.GetUp(OVRInput.Button.One) || Input.GetKeyUp(KeyCode.A);
|
||||
#else
|
||||
return Input.GetKeyUp(KeyCode.A);
|
||||
#endif
|
||||
}
|
||||
|
||||
private bool PressBButton()
|
||||
{
|
||||
#if USE_OVRINPUT
|
||||
return OVRInput.GetUp(OVRInput.Button.Two) || Input.GetKeyUp(KeyCode.B);
|
||||
#else
|
||||
return Input.GetKeyUp(KeyCode.B);
|
||||
#endif
|
||||
}
|
||||
|
||||
private bool PressUp()
|
||||
{
|
||||
#if USE_OVRINPUT
|
||||
Vector2 axis = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick);
|
||||
return (axis.y > 0.2 || Input.GetKeyUp(KeyCode.UpArrow));
|
||||
#else
|
||||
return Input.GetKeyUp(KeyCode.UpArrow);
|
||||
#endif
|
||||
}
|
||||
|
||||
private bool PressDown()
|
||||
{
|
||||
#if USE_OVRINPUT
|
||||
Vector2 axis = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick);
|
||||
return (axis.y < -0.2 || Input.GetKeyUp(KeyCode.DownArrow));
|
||||
#else
|
||||
return Input.GetKeyUp(KeyCode.DownArrow);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
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8
Assets/Oculus/Platform/Samples/SimplePlatformSample.meta
Normal file
8
Assets/Oculus/Platform/Samples/SimplePlatformSample.meta
Normal file
@@ -0,0 +1,8 @@
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||||
641
Assets/Oculus/Platform/Samples/SimplePlatformSample/DataEntry.cs
Normal file
641
Assets/Oculus/Platform/Samples/SimplePlatformSample/DataEntry.cs
Normal file
@@ -0,0 +1,641 @@
|
||||
namespace Oculus.Platform.Samples.SimplePlatformSample
|
||||
{
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Oculus.Platform;
|
||||
using Oculus.Platform.Models;
|
||||
|
||||
public class DataEntry : MonoBehaviour
|
||||
{
|
||||
|
||||
public Text dataOutput;
|
||||
|
||||
void Start()
|
||||
{
|
||||
Core.Initialize();
|
||||
checkEntitlement();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
string currentText = GetComponent<InputField>().text;
|
||||
|
||||
if (Input.GetKey(KeyCode.Return))
|
||||
{
|
||||
if (currentText != "")
|
||||
{
|
||||
SubmitCommand(currentText);
|
||||
}
|
||||
|
||||
GetComponent<InputField>().text = "";
|
||||
}
|
||||
|
||||
// Handle all messages being returned
|
||||
Request.RunCallbacks();
|
||||
}
|
||||
|
||||
private void SubmitCommand(string command)
|
||||
{
|
||||
string[] commandParams = command.Split(' ');
|
||||
|
||||
if (commandParams.Length > 0)
|
||||
{
|
||||
switch (commandParams[0])
|
||||
{
|
||||
case "p":
|
||||
if (commandParams.Length > 2)
|
||||
{
|
||||
createAndJoinPrivateRoom(commandParams[1], commandParams[2]);
|
||||
}
|
||||
break;
|
||||
case "c":
|
||||
getCurrentRoom();
|
||||
break;
|
||||
case "g":
|
||||
if (commandParams.Length > 1)
|
||||
{
|
||||
getRoom(commandParams[1]);
|
||||
}
|
||||
break;
|
||||
case "j":
|
||||
if (commandParams.Length > 1)
|
||||
{
|
||||
joinRoom(commandParams[1]);
|
||||
}
|
||||
break;
|
||||
case "l":
|
||||
if (commandParams.Length > 1)
|
||||
{
|
||||
leaveRoom(commandParams[1]);
|
||||
}
|
||||
break;
|
||||
case "k":
|
||||
if (commandParams.Length > 2)
|
||||
{
|
||||
kickUser(commandParams[1], commandParams[2]);
|
||||
}
|
||||
break;
|
||||
case "m":
|
||||
getLoggedInUser();
|
||||
break;
|
||||
case "u":
|
||||
if (commandParams.Length > 1)
|
||||
{
|
||||
getUser(commandParams[1]);
|
||||
}
|
||||
break;
|
||||
case "d":
|
||||
getLoggedInFriends();
|
||||
break;
|
||||
case "i":
|
||||
getInvitableUsers();
|
||||
break;
|
||||
case "o":
|
||||
if (commandParams.Length > 2)
|
||||
{
|
||||
inviteUser(commandParams[1], commandParams[2]);
|
||||
}
|
||||
break;
|
||||
case "s":
|
||||
if (commandParams.Length > 2)
|
||||
{
|
||||
setRoomDescription(commandParams[1], commandParams[2]);
|
||||
}
|
||||
break;
|
||||
case "w":
|
||||
if (commandParams.Length > 3)
|
||||
{
|
||||
updateRoomDataStore(commandParams[1], commandParams[2], commandParams[3]);
|
||||
}
|
||||
break;
|
||||
case "n":
|
||||
getUserNonce();
|
||||
break;
|
||||
case "e":
|
||||
checkEntitlement();
|
||||
break;
|
||||
case "a":
|
||||
if (commandParams.Length > 1)
|
||||
{
|
||||
getAchievementDefinition(commandParams[1]);
|
||||
}
|
||||
break;
|
||||
case "b":
|
||||
if (commandParams.Length > 1)
|
||||
{
|
||||
getAchievementProgress(commandParams[1]);
|
||||
}
|
||||
break;
|
||||
case "3":
|
||||
if (commandParams.Length > 1)
|
||||
{
|
||||
unlockAchievement(commandParams[1]);
|
||||
}
|
||||
break;
|
||||
case "4":
|
||||
if (commandParams.Length > 2)
|
||||
{
|
||||
addCountAchievement(commandParams[1], commandParams[2]);
|
||||
}
|
||||
break;
|
||||
case "5":
|
||||
if (commandParams.Length > 2)
|
||||
{
|
||||
addFieldsAchievement(commandParams[1], commandParams[2]);
|
||||
}
|
||||
break;
|
||||
case "1":
|
||||
if (commandParams.Length > 2)
|
||||
{
|
||||
writeLeaderboardEntry(commandParams[1], commandParams[2]);
|
||||
}
|
||||
break;
|
||||
case "2":
|
||||
if (commandParams.Length > 1)
|
||||
{
|
||||
getLeaderboardEntries(commandParams[1]);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
printOutputLine("Invalid Command");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void getLeaderboardEntries(string leaderboardName)
|
||||
{
|
||||
Leaderboards.GetEntries(leaderboardName, 10, LeaderboardFilterType.None, LeaderboardStartAt.Top).OnComplete(leaderboardGetCallback);
|
||||
}
|
||||
|
||||
void writeLeaderboardEntry(string leaderboardName, string value)
|
||||
{
|
||||
byte[] extraData = new byte[] { 0x54, 0x65, 0x73, 0x74 };
|
||||
|
||||
Leaderboards.WriteEntry(leaderboardName, Convert.ToInt32(value), extraData, false).OnComplete(leaderboardWriteCallback);
|
||||
}
|
||||
|
||||
void addFieldsAchievement(string achievementName, string fields)
|
||||
{
|
||||
Achievements.AddFields(achievementName, fields).OnComplete(achievementFieldsCallback);
|
||||
}
|
||||
|
||||
void addCountAchievement(string achievementName, string count)
|
||||
{
|
||||
Achievements.AddCount(achievementName, Convert.ToUInt64(count)).OnComplete(achievementCountCallback);
|
||||
}
|
||||
|
||||
void unlockAchievement(string achievementName)
|
||||
{
|
||||
Achievements.Unlock(achievementName).OnComplete(achievementUnlockCallback);
|
||||
}
|
||||
|
||||
void getAchievementProgress(string achievementName)
|
||||
{
|
||||
string[] Names = new string[1];
|
||||
Names[0] = achievementName;
|
||||
|
||||
Achievements.GetProgressByName(Names).OnComplete(achievementProgressCallback);
|
||||
}
|
||||
|
||||
void getAchievementDefinition(string achievementName)
|
||||
{
|
||||
string[] Names = new string[1];
|
||||
Names[0] = achievementName;
|
||||
|
||||
Achievements.GetDefinitionsByName(Names).OnComplete(achievementDefinitionCallback);
|
||||
}
|
||||
|
||||
void checkEntitlement()
|
||||
{
|
||||
Entitlements.IsUserEntitledToApplication().OnComplete(getEntitlementCallback);
|
||||
}
|
||||
|
||||
void getUserNonce()
|
||||
{
|
||||
printOutputLine("Trying to get user nonce");
|
||||
|
||||
Users.GetUserProof().OnComplete(userProofCallback);
|
||||
}
|
||||
|
||||
void createAndJoinPrivateRoom(string joinPolicy, string maxUsers)
|
||||
{
|
||||
printOutputLine("Trying to create and join private room");
|
||||
Rooms.CreateAndJoinPrivate((RoomJoinPolicy)Convert.ToUInt32(joinPolicy), Convert.ToUInt32(maxUsers)).OnComplete(createAndJoinPrivateRoomCallback);
|
||||
}
|
||||
|
||||
void getCurrentRoom()
|
||||
{
|
||||
printOutputLine("Trying to get current room");
|
||||
Rooms.GetCurrent().OnComplete(getCurrentRoomCallback);
|
||||
}
|
||||
|
||||
void getRoom(string roomID)
|
||||
{
|
||||
printOutputLine("Trying to get room " + roomID);
|
||||
Rooms.Get(Convert.ToUInt64(roomID)).OnComplete(getCurrentRoomCallback);
|
||||
}
|
||||
|
||||
void joinRoom(string roomID)
|
||||
{
|
||||
printOutputLine("Trying to join room " + roomID);
|
||||
Rooms.Join(Convert.ToUInt64(roomID), true).OnComplete(joinRoomCallback);
|
||||
}
|
||||
|
||||
void leaveRoom(string roomID)
|
||||
{
|
||||
printOutputLine("Trying to leave room " + roomID);
|
||||
Rooms.Leave(Convert.ToUInt64(roomID)).OnComplete(leaveRoomCallback);
|
||||
}
|
||||
|
||||
void kickUser(string roomID, string userID)
|
||||
{
|
||||
printOutputLine("Trying to kick user " + userID + " from room " + roomID);
|
||||
Rooms.KickUser(Convert.ToUInt64(roomID), Convert.ToUInt64(userID), 10 /*kick duration */).OnComplete(getCurrentRoomCallback);
|
||||
}
|
||||
|
||||
void getLoggedInUser()
|
||||
{
|
||||
printOutputLine("Trying to get currently logged in user");
|
||||
Users.GetLoggedInUser().OnComplete(getUserCallback);
|
||||
}
|
||||
|
||||
void getUser(string userID)
|
||||
{
|
||||
printOutputLine("Trying to get user " + userID);
|
||||
Users.Get(Convert.ToUInt64(userID)).OnComplete(getUserCallback);
|
||||
}
|
||||
|
||||
void getLoggedInFriends()
|
||||
{
|
||||
printOutputLine("Trying to get friends of logged in user");
|
||||
Users.GetLoggedInUserFriends().OnComplete(getFriendsCallback);
|
||||
}
|
||||
|
||||
void getInvitableUsers()
|
||||
{
|
||||
printOutputLine("Trying to get invitable users");
|
||||
Rooms.GetInvitableUsers().OnComplete(getInvitableUsersCallback);
|
||||
}
|
||||
|
||||
void inviteUser(string roomID, string inviteToken)
|
||||
{
|
||||
printOutputLine("Trying to invite token " + inviteToken + " to room " + roomID);
|
||||
Rooms.InviteUser(Convert.ToUInt64(roomID), inviteToken).OnComplete(inviteUserCallback);
|
||||
}
|
||||
|
||||
void setRoomDescription(string roomID, string description)
|
||||
{
|
||||
printOutputLine("Trying to set description " + description + " to room " + roomID);
|
||||
Rooms.SetDescription(Convert.ToUInt64(roomID), description).OnComplete(getCurrentRoomCallback);
|
||||
}
|
||||
|
||||
void updateRoomDataStore(string roomID, string key, string value)
|
||||
{
|
||||
Dictionary<string, string> kvPairs = new Dictionary<string, string>();
|
||||
kvPairs.Add(key, value);
|
||||
|
||||
printOutputLine("Trying to set k=" + key + " v=" + value + " for room " + roomID);
|
||||
Rooms.UpdateDataStore(Convert.ToUInt64(roomID), kvPairs).OnComplete(getCurrentRoomCallback);
|
||||
}
|
||||
|
||||
void printOutputLine(String newLine)
|
||||
{
|
||||
dataOutput.text = "> " + newLine + System.Environment.NewLine + dataOutput.text;
|
||||
}
|
||||
|
||||
void outputRoomDetails(Room room)
|
||||
{
|
||||
printOutputLine("Room ID: " + room.ID + ", AppID: " + room.ApplicationID + ", Description: " + room.Description);
|
||||
int numUsers = (room.UsersOptional != null) ? room.UsersOptional.Count : 0;
|
||||
printOutputLine("MaxUsers: " + room.MaxUsers.ToString() + " Users in room: " + numUsers);
|
||||
if (room.OwnerOptional != null)
|
||||
{
|
||||
printOutputLine("Room owner: " + room.OwnerOptional.ID + " " + room.OwnerOptional.OculusID);
|
||||
}
|
||||
printOutputLine("Join Policy: " + room.JoinPolicy.ToString());
|
||||
printOutputLine("Room Type: " + room.Type.ToString());
|
||||
|
||||
Message.MessageType.Matchmaking_Enqueue.GetHashCode();
|
||||
|
||||
}
|
||||
|
||||
void outputUserArray(UserList users)
|
||||
{
|
||||
foreach (User user in users)
|
||||
{
|
||||
printOutputLine("User: " + user.ID + " " + user.OculusID + " " + user.Presence + " " + user.InviteToken);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Callbacks
|
||||
void userProofCallback(Message<UserProof> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Received user nonce generation success");
|
||||
UserProof userNonce = msg.Data;
|
||||
printOutputLine("Nonce: " + userNonce.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received user nonce generation error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void getEntitlementCallback(Message msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("You are entitled to use this app.");
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("You are NOT entitled to use this app.");
|
||||
}
|
||||
}
|
||||
|
||||
void leaderboardGetCallback(Message<LeaderboardEntryList> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Leaderboard entry get success.");
|
||||
var entries = msg.Data;
|
||||
|
||||
foreach (var entry in entries)
|
||||
{
|
||||
printOutputLine(entry.Rank + ". " + entry.User.OculusID + " " + entry.Score + " " + entry.Timestamp);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received leaderboard get error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void leaderboardWriteCallback(Message msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Leaderboard entry write success.");
|
||||
var didUpdate = (Message<bool>)msg;
|
||||
|
||||
if (didUpdate.Data)
|
||||
{
|
||||
printOutputLine("Score updated.");
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Score NOT updated.");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received leaderboard write error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void achievementFieldsCallback(Message msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Achievement fields added.");
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received achievement fields add error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void achievementCountCallback(Message msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Achievement count added.");
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received achievement count add error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void achievementUnlockCallback(Message msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Achievement unlocked");
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received achievement unlock error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void achievementProgressCallback(Message<AchievementProgressList> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Received achievement progress success");
|
||||
AchievementProgressList progressList = msg.GetAchievementProgressList();
|
||||
|
||||
foreach (var progress in progressList)
|
||||
{
|
||||
if (progress.IsUnlocked)
|
||||
{
|
||||
printOutputLine("Achievement Unlocked");
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Achievement Locked");
|
||||
}
|
||||
printOutputLine("Current Bitfield: " + progress.Bitfield.ToString());
|
||||
printOutputLine("Current Count: " + progress.Count.ToString());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received achievement progress error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void achievementDefinitionCallback(Message<AchievementDefinitionList> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Received achievement definitions success");
|
||||
AchievementDefinitionList definitionList = msg.GetAchievementDefinitions();
|
||||
|
||||
foreach (var definition in definitionList)
|
||||
{
|
||||
switch (definition.Type)
|
||||
{
|
||||
case AchievementType.Simple:
|
||||
printOutputLine("Achievement Type: Simple");
|
||||
break;
|
||||
case AchievementType.Bitfield:
|
||||
printOutputLine("Achievement Type: Bitfield");
|
||||
printOutputLine("Bitfield Length: " + definition.BitfieldLength.ToString());
|
||||
printOutputLine("Target: " + definition.Target.ToString());
|
||||
break;
|
||||
case AchievementType.Count:
|
||||
printOutputLine("Achievement Type: Count");
|
||||
printOutputLine("Target: " + definition.Target.ToString());
|
||||
break;
|
||||
case AchievementType.Unknown:
|
||||
default:
|
||||
printOutputLine("Achievement Type: Unknown");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received achievement definitions error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void createAndJoinPrivateRoomCallback(Message<Room> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Received create and join room success");
|
||||
outputRoomDetails(msg.Data);
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received create and join room error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void getCurrentRoomCallback(Message<Room> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Received get room success");
|
||||
outputRoomDetails(msg.Data);
|
||||
}
|
||||
else
|
||||
{
|
||||
printOutputLine("Received get room error");
|
||||
Error error = msg.GetError();
|
||||
printOutputLine("Error: " + error.Message);
|
||||
}
|
||||
}
|
||||
|
||||
void joinRoomCallback(Message<Room> msg)
|
||||
{
|
||||
if (!msg.IsError)
|
||||
{
|
||||
printOutputLine("Received join room success");
|
||||
outputRoomDetails(msg.Data);
|
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Assets/Oculus/Platform/Samples/VrBoardGame/Readme.md
Normal file
64
Assets/Oculus/Platform/Samples/VrBoardGame/Readme.md
Normal file
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|
||||
# Overview
|
||||
|
||||
This example demonstrates using the Oculus In-App-Purchase API and skill based matchmaking.
|
||||
The setting is a simple boardgame (which you are encourage to chage to your creative idea!)
|
||||
on a 3x3 grid with two pieces and one special 'power-piece' that can be purchased with
|
||||
IAP through the Oculus Store. After an Online match is completed the ranking is sent to
|
||||
the Matchmaking Service so that following match selections will take into account a user's
|
||||
skill level.
|
||||
|
||||
# Application Setup
|
||||
|
||||
1. Open the Project in Unity 5.4.1p1 or later
|
||||
2. Import the OculusPlatform Unity package
|
||||
- Unity: Main Menu -> Assets -> Import Package -> Custom Package
|
||||
- SDK Location: Unity/OculusPlatform.unitypackage
|
||||
|
||||
## Rift
|
||||
1. Create your Rift application on the Oculus Developer Dashboard
|
||||
2. Copy the Application ID into the Project (Main Menu -> Oculus Platform -> Edit Settings -> Oculus Rift App Id)
|
||||
|
||||
## GearVR
|
||||
1. Create the GearVR application on the Oculus Developer Dashboard
|
||||
2. Move the GearVR application into the Rift application's App Grouping
|
||||
3. Copy the Application ID into the Project (Main Menu -> Oculus Platform -> Edit Settings -> Gear VR App Id)
|
||||
4. Copy the OSIG files for the GearVR devices you are testing to Assets\Plugins\Android\Assets
|
||||
|
||||
# Configure Matchmaking
|
||||
|
||||
1. On the Oculus Dashboard, navigate to the Matchmaking section for your App Grouping
|
||||
2. Change the option box from 'Pools' to 'Skill Pools'
|
||||
3. Click Create Pool
|
||||
4. Set the 'Skill Pool Key' to ''VR_BOARD_GAME''
|
||||
5. Select ''Medium'' for the 'Luck Factor'
|
||||
6. Enter ''0'' for the 'Draw Probability
|
||||
7. Click 'Save & Deploy'
|
||||
8. Change the option box 'Skill Pools' to 'Pools'
|
||||
9. Click Create Pool
|
||||
10. Set the 'Pool Key' to ''VR_BOARD_GAME_POOL''
|
||||
11. Set the Mode to Quickmatch
|
||||
12. Enter ''2'' for both the Min and Max Users
|
||||
13. Select ''VR_BOARD_GAME'' for the 'Skill Pool'
|
||||
14. Leave 'Advanced Quickmatch' set to ''No''
|
||||
15. Leave 'Should Consider Ping Time?' at the default setting of ''No''
|
||||
16. Click 'Save & Deploy'
|
||||
|
||||
# Configure IAP
|
||||
|
||||
1. On the Oculus Dashboard, make sure the Payment Info is setup for your Organization
|
||||
2. Navigate to the IAP tab under your App Grouping
|
||||
3. Select the Upload TSV button and choose the Oculus_IAP.tsv in the project root directory.
|
||||
|
||||
# Upload your builds
|
||||
|
||||
Build executables from Unity and upload them to your Application Dashboard
|
||||
* Rift
|
||||
1. Add the executable and data folder to a zip file
|
||||
2. Upload the zip to the Alpha channel on your Dashboard
|
||||
3. Set the executable name you chose in the zip file
|
||||
4. Add Friends you are testing with as Subscribed Users for the Alpha channel
|
||||
* GearVR
|
||||
1. Create an android keystore (if you don't have one) so Unity can sign the build. (Player Settings -> Publishing Settings)
|
||||
2. Upload the apk to the Alpha channel on your Dashboard
|
||||
3. Each apk you upload needs a new build number (Player Settings -> Other Settings)
|
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4. Add Friends you are testing with as Subscribed Users for the Alpha channel
|
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Assets/Oculus/Platform/Samples/VrBoardGame/Scripts.meta
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8
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namespace Oculus.Platform.Samples.VrBoardGame
|
||||
{
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
// This behaviour is attached to GameObjects whose collision mesh
|
||||
// describes a specific position on the GameBoard. The collision
|
||||
// mesh doesn't need to fully cover the board position, but enough
|
||||
// for eye raycasts to detect that the user is looking there.
|
||||
public class BoardPosition : MonoBehaviour {
|
||||
|
||||
[SerializeField] [Range(0,2)] public int x = 0;
|
||||
[SerializeField] [Range(0,2)] public int y = 0;
|
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}
|
||||
}
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namespace Oculus.Platform.Samples.VrBoardGame
|
||||
{
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
// This is a helper class for selecting objects that the user is looking at.
|
||||
// It will select UI objects that have an attach 3d collision volume and helps
|
||||
// the GameController locate GamePieces and GamePositions.
|
||||
public class EyeCamera : MonoBehaviour
|
||||
{
|
||||
// the EventSystem used by the UI elements
|
||||
[SerializeField] private EventSystem m_eventSystem = null;
|
||||
|
||||
// the GameController to notify
|
||||
[SerializeField] private GameController m_gameController = null;
|
||||
|
||||
// a tine ball in the distance to debug where the user is looking
|
||||
[SerializeField] private SphereCollider m_gazeTracker = null;
|
||||
|
||||
// the current Button, if any, being looked at
|
||||
private Button m_currentButton;
|
||||
|
||||
// the current GamePiece, if any, being looked at
|
||||
private GamePiece m_currentPiece;
|
||||
|
||||
// the current BoardPosition, if any, being looked at
|
||||
private BoardPosition m_boardPosition;
|
||||
|
||||
void Update()
|
||||
{
|
||||
RaycastHit hit;
|
||||
Button button = null;
|
||||
GamePiece piece = null;
|
||||
BoardPosition pos = null;
|
||||
|
||||
// do a forward raycast to see if we hit a selectable object
|
||||
bool hitSomething = Physics.Raycast(transform.position, transform.forward, out hit, 50f);
|
||||
if (hitSomething) {
|
||||
button = hit.collider.GetComponent<Button>();
|
||||
piece = hit.collider.GetComponent<GamePiece>();
|
||||
pos = hit.collider.GetComponent<BoardPosition>();
|
||||
}
|
||||
|
||||
if (m_currentButton != button)
|
||||
{
|
||||
if (m_eventSystem != null)
|
||||
{
|
||||
m_eventSystem.SetSelectedGameObject(null);
|
||||
}
|
||||
m_currentButton = button;
|
||||
if (m_currentButton != null)
|
||||
{
|
||||
m_currentButton.Select();
|
||||
}
|
||||
}
|
||||
|
||||
if (m_currentPiece != piece)
|
||||
{
|
||||
if (m_currentPiece != null)
|
||||
{
|
||||
m_gameController.StoppedLookingAtPiece();
|
||||
}
|
||||
m_currentPiece = piece;
|
||||
if (m_currentPiece != null)
|
||||
{
|
||||
m_gameController.StartedLookingAtPiece(m_currentPiece);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_boardPosition != pos)
|
||||
{
|
||||
m_boardPosition = pos;
|
||||
if (m_boardPosition != null)
|
||||
{
|
||||
m_gameController.StartedLookingAtPosition(m_boardPosition);
|
||||
}
|
||||
}
|
||||
|
||||
// clear the potential move if they gaze off the board
|
||||
if (hit.collider == m_gazeTracker)
|
||||
{
|
||||
m_gameController.ClearProposedMove();
|
||||
}
|
||||
|
||||
// moves the camera with the mouse - very useful for debugging in to 2D mode.
|
||||
if (Input.GetButton("Fire2"))
|
||||
{
|
||||
var v = Input.GetAxis("Mouse Y");
|
||||
var h = Input.GetAxis("Mouse X");
|
||||
transform.rotation *= Quaternion.AngleAxis(h, Vector3.up);
|
||||
transform.rotation *= Quaternion.AngleAxis(-v, Vector3.right);
|
||||
Vector3 eulers = transform.eulerAngles;
|
||||
eulers.z = 0;
|
||||
transform.eulerAngles = eulers;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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188
Assets/Oculus/Platform/Samples/VrBoardGame/Scripts/GameBoard.cs
Normal file
188
Assets/Oculus/Platform/Samples/VrBoardGame/Scripts/GameBoard.cs
Normal file
@@ -0,0 +1,188 @@
|
||||
namespace Oculus.Platform.Samples.VrBoardGame
|
||||
{
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
//
|
||||
// This script describes the game board along with the game pieces that
|
||||
// are in play. The rules for the game board are:
|
||||
// 1) Player can place a normal GamePiece on any empty BoardPosition
|
||||
// 2) Player can place a power GamePiece on top of a normal piece
|
||||
// 3) The board is full when all positions have a normal piece
|
||||
// Player score is calculated as:
|
||||
// 1) +10 points for each normal piece on the board
|
||||
// 2) +10 points for each normal piece with 1 square of one of their power pieces
|
||||
// 3) -10 points for each opponent normal piece within 1 square of their power pieces
|
||||
//
|
||||
public class GameBoard : MonoBehaviour
|
||||
{
|
||||
public const int LENGTH_X = 3;
|
||||
public const int LENGTH_Y = 3;
|
||||
public const int MAX_PLAYERS = 2;
|
||||
|
||||
// the placed-piece color for each player
|
||||
[SerializeField] private Color[] m_playerColors = new Color[MAX_PLAYERS];
|
||||
|
||||
// color for pice the player is considering moving to
|
||||
[SerializeField] private Color m_proposedMoveColor = Color.white;
|
||||
|
||||
// the player scores that are recalcuated after a pice is placed
|
||||
private int[] m_scores = new int[MAX_PLAYERS];
|
||||
|
||||
// GameObjects that define each of the allowed piece positions
|
||||
[SerializeField] private BoardPosition[] m_positions = new BoardPosition[9];
|
||||
|
||||
private struct PositionInfo
|
||||
{
|
||||
public GameObject piece;
|
||||
public int pieceOwner;
|
||||
public int powerPieceOwner;
|
||||
}
|
||||
|
||||
// pieces in play for the current game
|
||||
private readonly PositionInfo[,] m_pieces = new PositionInfo[LENGTH_X, LENGTH_Y];
|
||||
|
||||
// removes all game pieces from the board
|
||||
public void Reset()
|
||||
{
|
||||
for (int x = 0; x < LENGTH_X; x++)
|
||||
{
|
||||
for (int y = 0; y < LENGTH_Y; y++)
|
||||
{
|
||||
if (m_pieces[x,y].piece != null)
|
||||
{
|
||||
Destroy(m_pieces[x,y].piece);
|
||||
m_pieces[x,y].piece = null;
|
||||
m_pieces[x,y].pieceOwner = -1;
|
||||
m_pieces[x,y].powerPieceOwner = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region Board status
|
||||
|
||||
// returns true if all the board positions have a piece in them
|
||||
public bool IsFull()
|
||||
{
|
||||
for (int x = 0; x < LENGTH_X; x++)
|
||||
{
|
||||
for (int y = 0; y < LENGTH_Y; y++)
|
||||
{
|
||||
if (m_pieces[x,y].piece == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanPlayerMoveToPostion(int x, int y)
|
||||
{
|
||||
return m_pieces[x,y].piece == null;
|
||||
}
|
||||
|
||||
public bool CanPlayerPowerUpPosition(int x, int y)
|
||||
{
|
||||
return m_pieces[x,y].piece != null;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region creating game pieces
|
||||
|
||||
public void AddPiece(int player, GameObject prefab, int x, int y)
|
||||
{
|
||||
var pos = m_positions[x * LENGTH_Y + y];
|
||||
var piece = Create(prefab, pos.gameObject, pos, Vector3.zero);
|
||||
piece.GetComponent<Renderer>().material.color = m_playerColors[player];
|
||||
m_pieces[x,y].piece = piece.gameObject;
|
||||
m_pieces[x,y].pieceOwner = player;
|
||||
m_pieces[x,y].powerPieceOwner = -1;
|
||||
|
||||
UpdateScores();
|
||||
}
|
||||
|
||||
public GamePiece AddProposedPiece(GameObject prefab, BoardPosition pos)
|
||||
{
|
||||
var piece = Create(prefab, pos.gameObject, pos, Vector3.zero);
|
||||
piece.GetComponent<Renderer>().material.color = m_proposedMoveColor;
|
||||
return piece;
|
||||
}
|
||||
|
||||
public void AddPowerPiece(int player, GameObject prefab, int x, int y)
|
||||
{
|
||||
var piece = Create(prefab, m_pieces[x,y].piece, m_positions[x*LENGTH_Y+y], .2f*Vector3.up);
|
||||
piece.GetComponent<Renderer>().material.color = m_playerColors[player];
|
||||
m_pieces[x,y].powerPieceOwner = player;
|
||||
|
||||
UpdateScores();
|
||||
}
|
||||
|
||||
public GamePiece AddProposedPowerPiece(GameObject prefab, BoardPosition pos)
|
||||
{
|
||||
var piece = Create(prefab, m_pieces[pos.x, pos.y].piece, pos, .2f*Vector3.up);
|
||||
piece.GetComponent<Renderer>().material.color = m_proposedMoveColor;
|
||||
return piece;
|
||||
}
|
||||
|
||||
private GamePiece Create(GameObject prefab, GameObject parent, BoardPosition pos, Vector3 off)
|
||||
{
|
||||
var go = Instantiate(prefab, parent.transform) as GameObject;
|
||||
go.transform.position = parent.transform.position + off;
|
||||
go.GetComponent<GamePiece>().Position = pos;
|
||||
return go.GetComponent<GamePiece>();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region scores
|
||||
|
||||
public int GetPlayerScore(int player)
|
||||
{
|
||||
return m_scores[player];
|
||||
}
|
||||
|
||||
private void UpdateScores()
|
||||
{
|
||||
for (int i = 0; i < MAX_PLAYERS; i++)
|
||||
{
|
||||
m_scores[i] = 0;
|
||||
}
|
||||
|
||||
for (int x = 0; x < LENGTH_X; x++)
|
||||
{
|
||||
for (int y = 0; y < LENGTH_Y; y++)
|
||||
{
|
||||
if (m_pieces[x,y].piece != null)
|
||||
{
|
||||
// for each piece on the board, the player gets 10 points
|
||||
m_scores[m_pieces[x,y].pieceOwner] += 10;
|
||||
|
||||
// for each power piece, the player gains or loses 10 points
|
||||
// based on the ownership of nearby pieces
|
||||
if (m_pieces[x,y].powerPieceOwner >= 0)
|
||||
{
|
||||
for (int px = x-1; px <= x+1; px++)
|
||||
{
|
||||
for (int py = y-1; py <= y+1; py++)
|
||||
{
|
||||
if (px >= 0 && py >= 0 && px < LENGTH_X && py < LENGTH_Y)
|
||||
{
|
||||
var powerup =
|
||||
m_pieces[x,y].pieceOwner == m_pieces[x,y].powerPieceOwner ?
|
||||
+10 : -10;
|
||||
m_scores[m_pieces[x, y].powerPieceOwner] += powerup;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 94decd43dfca0db43a3936edb109ca2e
|
||||
timeCreated: 1479840163
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,405 @@
|
||||
namespace Oculus.Platform.Samples.VrBoardGame
|
||||
{
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
// This is the primary class that implements the game logic.
|
||||
public class GameController : MonoBehaviour
|
||||
{
|
||||
// instance of the object interfacing with the matchmaking service
|
||||
[SerializeField] private MatchmakingManager m_matchmaking = null;
|
||||
|
||||
[SerializeField] private GameBoard m_board = null;
|
||||
[SerializeField] private GamePiece m_pieceA = null;
|
||||
[SerializeField] private GamePiece m_pieceB = null;
|
||||
[SerializeField] private GamePiece m_powerPiece = null;
|
||||
|
||||
// colors for the various states of the selectable games pieces
|
||||
[SerializeField] private Color m_unusableColor = Color.white;
|
||||
[SerializeField] private Color m_unselectedColor = Color.white;
|
||||
[SerializeField] private Color m_selectedColor = Color.white;
|
||||
[SerializeField] private Color m_highlightedColor = Color.white;
|
||||
|
||||
[SerializeField] private Text m_ballCountText = null;
|
||||
[SerializeField] private Text m_player0Text = null;
|
||||
[SerializeField] private Text m_player1Text = null;
|
||||
|
||||
private enum GameState {
|
||||
None,
|
||||
PracticingMyTurn, PracticingAiTurn,
|
||||
OnlineMatchMyTurn, OnlineMatchRemoteTurn
|
||||
}
|
||||
|
||||
private GameState m_state;
|
||||
|
||||
// the game piece the player is currently looking at
|
||||
private GamePiece m_interestedPiece;
|
||||
|
||||
// the piece the player selected with the Fire button
|
||||
private GamePiece m_selectedPiece;
|
||||
|
||||
// the piece that would be placed if the player pressed the Fire button
|
||||
private GamePiece m_proposedPiece;
|
||||
|
||||
// how many IAP power-balls the user has
|
||||
private uint m_powerBallcount;
|
||||
|
||||
// the name of the current opponent
|
||||
private string m_opponentName;
|
||||
|
||||
void Start()
|
||||
{
|
||||
TransitionToState(GameState.None);
|
||||
UpdateScores();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
PerFrameStateUpdate();
|
||||
}
|
||||
|
||||
#region Game State
|
||||
|
||||
private void TransitionToState(GameState state)
|
||||
{
|
||||
m_state = state;
|
||||
|
||||
UpdateGamePieceColors();
|
||||
}
|
||||
|
||||
private void TransitionToNextState()
|
||||
{
|
||||
if (!m_board.IsFull())
|
||||
{
|
||||
switch (m_state)
|
||||
{
|
||||
case GameState.PracticingAiTurn:
|
||||
TransitionToState(GameState.PracticingMyTurn);
|
||||
break;
|
||||
case GameState.PracticingMyTurn:
|
||||
TransitionToState(GameState.PracticingAiTurn);
|
||||
break;
|
||||
case GameState.OnlineMatchRemoteTurn:
|
||||
TransitionToState(GameState.OnlineMatchMyTurn);
|
||||
break;
|
||||
case GameState.OnlineMatchMyTurn:
|
||||
TransitionToState(GameState.OnlineMatchRemoteTurn);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (m_state)
|
||||
{
|
||||
case GameState.OnlineMatchRemoteTurn:
|
||||
case GameState.OnlineMatchMyTurn:
|
||||
m_matchmaking.EndMatch(m_board.GetPlayerScore(0), m_board.GetPlayerScore(1));
|
||||
break;
|
||||
}
|
||||
TransitionToState(GameState.None);
|
||||
}
|
||||
}
|
||||
|
||||
private void PerFrameStateUpdate()
|
||||
{
|
||||
switch (m_state)
|
||||
{
|
||||
case GameState.PracticingAiTurn:
|
||||
// don't move immediately to give the AI time to 'think'
|
||||
if (Random.Range(1, 100) < 3)
|
||||
{
|
||||
MakeAIMove(1);
|
||||
}
|
||||
break;
|
||||
|
||||
case GameState.PracticingMyTurn:
|
||||
case GameState.OnlineMatchMyTurn:
|
||||
if (Input.GetButton("Fire1"))
|
||||
{
|
||||
TrySelectPiece();
|
||||
TryPlacePiece();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Practicing with an AI Player
|
||||
|
||||
public void PracticeButtonPressed()
|
||||
{
|
||||
m_opponentName = "* AI *";
|
||||
|
||||
switch (m_state)
|
||||
{
|
||||
case GameState.OnlineMatchMyTurn:
|
||||
case GameState.OnlineMatchRemoteTurn:
|
||||
m_matchmaking.EndMatch(m_board.GetPlayerScore(0), m_board.GetPlayerScore(1));
|
||||
break;
|
||||
}
|
||||
m_board.Reset();
|
||||
|
||||
// randomly decised whether the player or AI goes first
|
||||
if (Random.Range(0, 2) == 1)
|
||||
{
|
||||
TransitionToState(GameState.PracticingMyTurn);
|
||||
}
|
||||
else
|
||||
{
|
||||
TransitionToState(GameState.PracticingAiTurn);
|
||||
}
|
||||
|
||||
UpdateScores();
|
||||
}
|
||||
|
||||
private void MakeAIMove(int player)
|
||||
{
|
||||
bool moved = false;
|
||||
|
||||
// pick a random search start position
|
||||
int rx = Random.Range(0, GameBoard.LENGTH_X - 1);
|
||||
int ry = Random.Range(0, GameBoard.LENGTH_Y - 1);
|
||||
|
||||
// from (rx,ry) search of an available move
|
||||
for (int i = 0; i < GameBoard.LENGTH_X && !moved; i++)
|
||||
{
|
||||
for (int j = 0; j < GameBoard.LENGTH_Y && !moved; j++)
|
||||
{
|
||||
int x = (rx + i) % GameBoard.LENGTH_X;
|
||||
int y = (ry + j) % GameBoard.LENGTH_Y;
|
||||
|
||||
// first try to place a piece on the current position
|
||||
if (m_board.CanPlayerMoveToPostion(x, y))
|
||||
{
|
||||
GamePiece p = Random.Range(0, 2) == 0 ? m_pieceA : m_pieceB;
|
||||
m_board.AddPiece(player, p.Prefab, x, y);
|
||||
moved = true;
|
||||
}
|
||||
// a random percentage of the time, try to powerup this position
|
||||
else if (m_board.CanPlayerPowerUpPosition(x, y) && Random.Range(0, 8) < 2)
|
||||
{
|
||||
m_board.AddPowerPiece(player, m_powerPiece.Prefab, x, y);
|
||||
moved = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (moved)
|
||||
{
|
||||
UpdateScores();
|
||||
TransitionToNextState();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Playing Online Match
|
||||
|
||||
// called from the MatchmakingManager was a successly online match is made
|
||||
public void StartOnlineMatch (string opponentName, bool localUserGoesFirst)
|
||||
{
|
||||
m_board.Reset();
|
||||
m_opponentName = opponentName;
|
||||
|
||||
if (localUserGoesFirst)
|
||||
{
|
||||
TransitionToState(GameState.OnlineMatchMyTurn);
|
||||
}
|
||||
else
|
||||
{
|
||||
TransitionToState(GameState.OnlineMatchRemoteTurn);
|
||||
}
|
||||
|
||||
UpdateScores();
|
||||
}
|
||||
|
||||
// called from the Matchmaking Manager when the remote users their next move
|
||||
public void MakeRemoteMove(GamePiece.Piece piece, int x, int y)
|
||||
{
|
||||
GameObject prefab = m_pieceA.PrefabFor(piece);
|
||||
|
||||
if (piece == GamePiece.Piece.PowerBall)
|
||||
{
|
||||
m_board.AddPowerPiece(1, prefab, x, y);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_board.AddPiece(1, prefab, x, y);
|
||||
}
|
||||
|
||||
UpdateScores();
|
||||
}
|
||||
|
||||
// called from the MatchmakingManager when the local user becomes the room
|
||||
// owner and thus it's safe for the local user to make their move
|
||||
public void MarkRemoteTurnComplete()
|
||||
{
|
||||
if (m_state == GameState.OnlineMatchRemoteTurn)
|
||||
{
|
||||
TransitionToNextState();
|
||||
}
|
||||
}
|
||||
|
||||
// the match ended from a player leaving before the board was complete
|
||||
public void RemoteMatchEnded()
|
||||
{
|
||||
m_matchmaking.EndMatch(m_board.GetPlayerScore(0), m_board.GetPlayerScore(1));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Selecting and Placing a Game Place
|
||||
|
||||
public void StartedLookingAtPiece(GamePiece piece)
|
||||
{
|
||||
m_interestedPiece = piece;
|
||||
UpdateGamePieceColors();
|
||||
}
|
||||
|
||||
public void StoppedLookingAtPiece()
|
||||
{
|
||||
m_interestedPiece = null;
|
||||
UpdateGamePieceColors();
|
||||
}
|
||||
|
||||
// This method is used to display an example piece where the player is looking
|
||||
// so they know what to expect when they press the Fire button.
|
||||
public void StartedLookingAtPosition(BoardPosition position)
|
||||
{
|
||||
if (m_state != GameState.OnlineMatchMyTurn && m_state != GameState.PracticingMyTurn)
|
||||
return;
|
||||
|
||||
GamePiece newPiece = null;
|
||||
|
||||
if ((m_selectedPiece == m_pieceA || m_selectedPiece == m_pieceB) &&
|
||||
m_board.CanPlayerMoveToPostion(position.x, position.y))
|
||||
{
|
||||
newPiece = m_board.AddProposedPiece(m_selectedPiece.Prefab, position);
|
||||
}
|
||||
else if (m_selectedPiece == m_powerPiece &&
|
||||
m_board.CanPlayerPowerUpPosition(position.x, position.y))
|
||||
{
|
||||
newPiece = m_board.AddProposedPowerPiece(m_selectedPiece.Prefab, position);
|
||||
}
|
||||
|
||||
if (newPiece != null)
|
||||
{
|
||||
if (m_proposedPiece != null)
|
||||
{
|
||||
Destroy(m_proposedPiece.gameObject);
|
||||
}
|
||||
m_proposedPiece = newPiece;
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearProposedMove()
|
||||
{
|
||||
if (m_proposedPiece != null)
|
||||
{
|
||||
Destroy(m_proposedPiece.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void TrySelectPiece()
|
||||
{
|
||||
if (m_interestedPiece == m_pieceA || m_interestedPiece == m_pieceB)
|
||||
{
|
||||
m_selectedPiece = m_interestedPiece;
|
||||
}
|
||||
else if (m_interestedPiece == m_powerPiece &&
|
||||
(m_powerBallcount > 0 || m_state == GameState.PracticingMyTurn))
|
||||
{
|
||||
m_selectedPiece = m_interestedPiece;
|
||||
}
|
||||
UpdateGamePieceColors();
|
||||
}
|
||||
|
||||
public void TryPlacePiece()
|
||||
{
|
||||
if (m_proposedPiece == null)
|
||||
return;
|
||||
|
||||
var position = m_proposedPiece.Position;
|
||||
switch(m_proposedPiece.Type)
|
||||
{
|
||||
case GamePiece.Piece.A:
|
||||
case GamePiece.Piece.B:
|
||||
m_board.AddPiece(0, m_proposedPiece.Prefab, position.x, position.y);
|
||||
break;
|
||||
case GamePiece.Piece.PowerBall:
|
||||
m_board.AddPowerPiece(0, m_proposedPiece.Prefab, position.x, position.y);
|
||||
break;
|
||||
}
|
||||
Destroy(m_proposedPiece.gameObject);
|
||||
|
||||
if (m_state == GameState.OnlineMatchMyTurn)
|
||||
{
|
||||
m_matchmaking.SendLocalMove(m_proposedPiece.Type, position.x, position.y);
|
||||
}
|
||||
|
||||
UpdateScores();
|
||||
TransitionToNextState();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region UI
|
||||
|
||||
public void QuitButtonPressed()
|
||||
{
|
||||
UnityEngine.Application.Quit();
|
||||
}
|
||||
|
||||
public void AddPowerballs(uint count)
|
||||
{
|
||||
m_powerBallcount += count;
|
||||
m_ballCountText.text = "x" + m_powerBallcount.ToString();
|
||||
}
|
||||
|
||||
private void UpdateScores()
|
||||
{
|
||||
m_player0Text.text = string.Format("{0}\n\n{1}",
|
||||
PlatformManager.MyOculusID, m_board.GetPlayerScore(0));
|
||||
|
||||
m_player1Text.text = string.Format("{0}\n\n{1}",
|
||||
m_opponentName, m_board.GetPlayerScore(1));
|
||||
}
|
||||
|
||||
private void UpdateGamePieceColors()
|
||||
{
|
||||
switch (m_state)
|
||||
{
|
||||
case GameState.None:
|
||||
case GameState.PracticingAiTurn:
|
||||
case GameState.OnlineMatchRemoteTurn:
|
||||
m_pieceA.GetComponent<Renderer>().material.color = m_unusableColor;
|
||||
m_pieceB.GetComponent<Renderer>().material.color = m_unusableColor;
|
||||
m_powerPiece.GetComponent<Renderer>().material.color = m_unusableColor;
|
||||
if (m_proposedPiece != null)
|
||||
{
|
||||
Destroy(m_proposedPiece.gameObject);
|
||||
}
|
||||
break;
|
||||
|
||||
case GameState.PracticingMyTurn:
|
||||
case GameState.OnlineMatchMyTurn:
|
||||
m_pieceA.GetComponent<Renderer>().material.color = m_unselectedColor;
|
||||
m_pieceB.GetComponent<Renderer>().material.color = m_unselectedColor;
|
||||
m_powerPiece.GetComponent<Renderer>().material.color = m_unselectedColor;
|
||||
if (m_interestedPiece == m_pieceA || m_interestedPiece == m_pieceB ||
|
||||
m_interestedPiece == m_powerPiece)
|
||||
{
|
||||
m_interestedPiece.GetComponent<Renderer>().material.color = m_highlightedColor;
|
||||
}
|
||||
if (m_selectedPiece != null)
|
||||
{
|
||||
m_selectedPiece.GetComponent<Renderer>().material.color = m_selectedColor;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8e18544645909d4ca3288d03cc2bb95
|
||||
timeCreated: 1480276241
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,54 @@
|
||||
namespace Oculus.Platform.Samples.VrBoardGame
|
||||
{
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class GamePiece : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Piece m_type = Piece.A;
|
||||
|
||||
// Prefab for the game pieces
|
||||
[SerializeField] private GameObject m_prefabA = null;
|
||||
[SerializeField] private GameObject m_prefabB = null;
|
||||
[SerializeField] private GameObject m_prefabPower = null;
|
||||
|
||||
public enum Piece { A, B, PowerBall }
|
||||
|
||||
private BoardPosition m_position;
|
||||
|
||||
public Piece Type
|
||||
{
|
||||
get { return m_type; }
|
||||
}
|
||||
|
||||
public BoardPosition Position
|
||||
{
|
||||
get { return m_position; }
|
||||
set { m_position = value; }
|
||||
}
|
||||
|
||||
public GameObject Prefab
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (m_type)
|
||||
{
|
||||
case Piece.A: return m_prefabA;
|
||||
case Piece.B: return m_prefabB;
|
||||
default: return m_prefabPower;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public GameObject PrefabFor(Piece p)
|
||||
{
|
||||
switch (p)
|
||||
{
|
||||
case Piece.A: return m_prefabA;
|
||||
case Piece.B: return m_prefabB;
|
||||
default: return m_prefabPower;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4c243c46c5f7948488696c53b4fa9786
|
||||
timeCreated: 1542071393
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- m_prefabA: {instanceID: 0}
|
||||
- m_prefabB: {instanceID: 0}
|
||||
- m_prefabPower: {instanceID: 0}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,97 @@
|
||||
namespace Oculus.Platform.Samples.VrBoardGame
|
||||
{
|
||||
using UnityEngine;
|
||||
using Oculus.Platform;
|
||||
using Oculus.Platform.Models;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
||||
// This class coordinates In-App-Purchases (IAP) for the application. Follow the
|
||||
// instructions in the Readme for setting up IAP on the Oculus Dashboard. Only
|
||||
// one consumable IAP item is used is the demo: the Power-Ball!
|
||||
public class IAPManager : MonoBehaviour
|
||||
{
|
||||
// the game controler to notify when the user purchaes more powerballs
|
||||
[SerializeField] private GameController m_gameController = null;
|
||||
|
||||
// where to record to display the current price for the IAP item
|
||||
[SerializeField] private Text m_priceText = null;
|
||||
|
||||
// purchasable IAP products we've configured on the Oculus Dashboard
|
||||
private const string CONSUMABLE_1 = "PowerballPack1";
|
||||
|
||||
void Start()
|
||||
{
|
||||
FetchProductPrices();
|
||||
FetchPurchasedProducts();
|
||||
}
|
||||
|
||||
// get the current price for the configured IAP item
|
||||
public void FetchProductPrices()
|
||||
{
|
||||
string[] skus = { CONSUMABLE_1 };
|
||||
IAP.GetProductsBySKU(skus).OnComplete(GetProductsBySKUCallback);
|
||||
}
|
||||
|
||||
void GetProductsBySKUCallback(Message<ProductList> msg)
|
||||
{
|
||||
if (msg.IsError)
|
||||
{
|
||||
PlatformManager.TerminateWithError(msg);
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (Product p in msg.GetProductList())
|
||||
{
|
||||
Debug.LogFormat("Product: sku:{0} name:{1} price:{2}", p.Sku, p.Name, p.FormattedPrice);
|
||||
if (p.Sku == CONSUMABLE_1)
|
||||
{
|
||||
m_priceText.text = p.FormattedPrice;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// fetches the Durable purchased IAP items. should return none unless you are expanding the
|
||||
// to sample to include them.
|
||||
public void FetchPurchasedProducts()
|
||||
{
|
||||
IAP.GetViewerPurchases().OnComplete(GetViewerPurchasesCallback);
|
||||
}
|
||||
|
||||
void GetViewerPurchasesCallback(Message<PurchaseList> msg)
|
||||
{
|
||||
if (msg.IsError)
|
||||
{
|
||||
PlatformManager.TerminateWithError(msg);
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (Purchase p in msg.GetPurchaseList())
|
||||
{
|
||||
Debug.LogFormat("Purchased: sku:{0} granttime:{1} id:{2}", p.Sku, p.GrantTime, p.ID);
|
||||
}
|
||||
}
|
||||
|
||||
public void BuyPowerBallsPressed()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
m_gameController.AddPowerballs(1);
|
||||
#else
|
||||
IAP.LaunchCheckoutFlow(CONSUMABLE_1).OnComplete(LaunchCheckoutFlowCallback);
|
||||
#endif
|
||||
}
|
||||
|
||||
private void LaunchCheckoutFlowCallback(Message<Purchase> msg)
|
||||
{
|
||||
if (msg.IsError)
|
||||
{
|
||||
PlatformManager.TerminateWithError(msg);
|
||||
return;
|
||||
}
|
||||
|
||||
Purchase p = msg.GetPurchase();
|
||||
Debug.Log("purchased " + p.Sku);
|
||||
m_gameController.AddPowerballs(3);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3e54f4e408fb12842b72b24ac5dcbcf6
|
||||
timeCreated: 1479423466
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
3481
Assets/Oculus/Platform/Samples/VrBoardGame/Scripts/Main.unity
Normal file
3481
Assets/Oculus/Platform/Samples/VrBoardGame/Scripts/Main.unity
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1bcd80a3e5eb15543bd65c671c26434f
|
||||
timeCreated: 1479498828
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,400 @@
|
||||
namespace Oculus.Platform.Samples.VrBoardGame
|
||||
{
|
||||
using UnityEngine;
|
||||
using Oculus.Platform;
|
||||
using Oculus.Platform.Models;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
// This classes uses the Oculus Matchmaking Service to find opponents of a similar
|
||||
// skill and play a match with them. A skill pool is used with the matchmaking pool
|
||||
// to coordinate the skill matching. Follow the instructions in the Readme to setup
|
||||
// the matchmaking pools.
|
||||
// The Datastore for the Room is used to communicate between the clients. This only
|
||||
// works for relatively simple games with tolerance for latency. For more complex
|
||||
// or realtime requirements, you'll want to use the Oculus.Platform.Net API.
|
||||
public class MatchmakingManager : MonoBehaviour
|
||||
{
|
||||
// GameController to notify about match completions or early endings
|
||||
[SerializeField] private GameController m_gameController = null;
|
||||
|
||||
// Text for the button that controls matchmaking
|
||||
[SerializeField] private Text m_matchButtonText = null;
|
||||
|
||||
// Test widget to render matmaking statistics
|
||||
[SerializeField] private Text m_infoText = null;
|
||||
|
||||
// name of the Quckmatch Pool configured on the Oculus Developer Dashboard
|
||||
// which is expected to have an associated skill pool
|
||||
private const string POOL = "VR_BOARD_GAME_POOL";
|
||||
|
||||
// the ID of the room for the current match
|
||||
private ulong m_matchRoom;
|
||||
|
||||
// opponent User data
|
||||
private User m_remotePlayer;
|
||||
|
||||
// last time we've received a room update
|
||||
private float m_lastUpdateTime;
|
||||
|
||||
// how long to wait before polling for updates
|
||||
private const float POLL_FREQUENCY = 30.0f;
|
||||
|
||||
private enum MatchRoomState { None, Queued, Configuring, MyTurn, RemoteTurn }
|
||||
|
||||
private MatchRoomState m_state;
|
||||
|
||||
void Start()
|
||||
{
|
||||
Matchmaking.SetMatchFoundNotificationCallback(MatchFoundCallback);
|
||||
Rooms.SetUpdateNotificationCallback(MatchmakingRoomUpdateCallback);
|
||||
|
||||
TransitionToState(MatchRoomState.None);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
switch (m_state)
|
||||
{
|
||||
case MatchRoomState.Configuring:
|
||||
case MatchRoomState.MyTurn:
|
||||
case MatchRoomState.RemoteTurn:
|
||||
// if we're expecting an update form the remote player and we haven't
|
||||
// heard from them in a while, check the datastore just-in-case
|
||||
if (POLL_FREQUENCY < (Time.time - m_lastUpdateTime))
|
||||
{
|
||||
Debug.Log("Polling Room");
|
||||
m_lastUpdateTime = Time.time;
|
||||
Rooms.Get(m_matchRoom).OnComplete(MatchmakingRoomUpdateCallback);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void MatchButtonPressed()
|
||||
{
|
||||
switch (m_state)
|
||||
{
|
||||
case MatchRoomState.None:
|
||||
TransitionToState(MatchRoomState.Queued);
|
||||
break;
|
||||
|
||||
default:
|
||||
TransitionToState(MatchRoomState.None);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void EndMatch(int localScore, int remoteScore)
|
||||
{
|
||||
switch (m_state)
|
||||
{
|
||||
case MatchRoomState.MyTurn:
|
||||
case MatchRoomState.RemoteTurn:
|
||||
var myID = PlatformManager.MyID.ToString();
|
||||
var remoteID = m_remotePlayer.ID.ToString();
|
||||
var rankings = new Dictionary<string, int>();
|
||||
if (localScore > remoteScore)
|
||||
{
|
||||
rankings[myID] = 1;
|
||||
rankings[remoteID] = 2;
|
||||
}
|
||||
else if (localScore < remoteScore)
|
||||
{
|
||||
rankings[myID] = 2;
|
||||
rankings[remoteID] = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
rankings[myID] = 1;
|
||||
rankings[remoteID] = 1;
|
||||
}
|
||||
|
||||
// since there is no secure server to simulate the game and report
|
||||
// verifiable results, each client needs to independently report their
|
||||
// results for the service to compate for inconsistencies
|
||||
Matchmaking.ReportResultsInsecure(m_matchRoom, rankings)
|
||||
.OnComplete(GenericErrorCheckCallback);
|
||||
break;
|
||||
}
|
||||
|
||||
TransitionToState(MatchRoomState.None);
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
// be a good matchmaking citizen and leave any queue immediately
|
||||
Matchmaking.Cancel();
|
||||
if (m_matchRoom != 0)
|
||||
{
|
||||
Rooms.Leave(m_matchRoom);
|
||||
}
|
||||
}
|
||||
|
||||
private void TransitionToState(MatchRoomState state)
|
||||
{
|
||||
var m_oldState = m_state;
|
||||
m_state = state;
|
||||
|
||||
switch (m_state)
|
||||
{
|
||||
case MatchRoomState.None:
|
||||
m_matchButtonText.text = "Find Match";
|
||||
// the player can abort from any of the other states to the None state
|
||||
// so we need to be careful to clean up all state variables
|
||||
m_remotePlayer = null;
|
||||
Matchmaking.Cancel();
|
||||
if (m_matchRoom != 0)
|
||||
{
|
||||
Rooms.Leave(m_matchRoom);
|
||||
m_matchRoom = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case MatchRoomState.Queued:
|
||||
Assert.AreEqual(MatchRoomState.None, m_oldState);
|
||||
m_matchButtonText.text = "Leave Queue";
|
||||
Matchmaking.Enqueue2(POOL).OnComplete(MatchmakingEnqueueCallback);
|
||||
break;
|
||||
|
||||
case MatchRoomState.Configuring:
|
||||
Assert.AreEqual(MatchRoomState.Queued, m_oldState);
|
||||
m_matchButtonText.text = "Cancel Match";
|
||||
break;
|
||||
|
||||
case MatchRoomState.MyTurn:
|
||||
case MatchRoomState.RemoteTurn:
|
||||
Assert.AreNotEqual(MatchRoomState.None, m_oldState);
|
||||
Assert.AreNotEqual(MatchRoomState.Queued, m_oldState);
|
||||
m_matchButtonText.text = "Cancel Match";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void MatchmakingEnqueueCallback(Message untyped_msg)
|
||||
{
|
||||
if (untyped_msg.IsError)
|
||||
{
|
||||
Debug.Log(untyped_msg.GetError().Message);
|
||||
TransitionToState(MatchRoomState.None);
|
||||
return;
|
||||
}
|
||||
|
||||
Message<MatchmakingEnqueueResult> msg = (Message<MatchmakingEnqueueResult>)untyped_msg;
|
||||
MatchmakingEnqueueResult info = msg.Data;
|
||||
m_infoText.text = string.Format(
|
||||
"Avg Wait Time: {0}s\n" +
|
||||
"Max Expected Wait: {1}s\n" +
|
||||
"In Last Hour: {2}\n" +
|
||||
"Recent Percentage: {3}%",
|
||||
info.AverageWait, info.MaxExpectedWait, info.MatchesInLastHourCount,
|
||||
info.RecentMatchPercentage);
|
||||
}
|
||||
|
||||
void MatchFoundCallback(Message<Room> msg)
|
||||
{
|
||||
if (msg.IsError)
|
||||
{
|
||||
Debug.Log(msg.GetError().Message);
|
||||
TransitionToState(MatchRoomState.None);
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_state != MatchRoomState.Queued)
|
||||
{
|
||||
// ignore callback - user already cancelled
|
||||
return;
|
||||
}
|
||||
|
||||
// since this example communicates via updates to the datastore, it's vital that
|
||||
// we subscribe to room updates
|
||||
Matchmaking.JoinRoom(msg.Data.ID, true /* subscribe to update notifications */)
|
||||
.OnComplete(MatchmakingJoinRoomCallback);
|
||||
m_matchRoom = msg.Data.ID;
|
||||
}
|
||||
|
||||
void MatchmakingJoinRoomCallback(Message<Room> msg)
|
||||
{
|
||||
if (msg.IsError)
|
||||
{
|
||||
Debug.Log(msg.GetError().Message);
|
||||
TransitionToState(MatchRoomState.None);
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_state != MatchRoomState.Queued)
|
||||
{
|
||||
// ignore callback - user already cancelled
|
||||
return;
|
||||
}
|
||||
|
||||
int numUsers = (msg.Data.UsersOptional != null) ? msg.Data.UsersOptional.Count : 0;
|
||||
Debug.Log ("Match room joined: " + m_matchRoom + " count: " + numUsers);
|
||||
|
||||
TransitionToState(MatchRoomState.Configuring);
|
||||
|
||||
// only process the room data if the other user has already joined
|
||||
if (msg.Data.UsersOptional != null && msg.Data.UsersOptional.Count == 2)
|
||||
{
|
||||
ProcessRoomData(msg.Data);
|
||||
}
|
||||
}
|
||||
|
||||
// Room Datastore updates are used to send moves between players. So if the MatchRoomState
|
||||
// is RemoteTurn I'm looking for the other player's move in the Datastore. If the
|
||||
// MatchRoomState is MyTurn I'm waiting for the room ownership to change so that
|
||||
// I have authority to write to the datastore.
|
||||
void MatchmakingRoomUpdateCallback(Message<Room> msg)
|
||||
{
|
||||
if (msg.IsError)
|
||||
{
|
||||
Debug.Log(msg.GetError().Message);
|
||||
TransitionToState(MatchRoomState.None);
|
||||
return;
|
||||
}
|
||||
|
||||
string ownerOculusID = msg.Data.OwnerOptional != null ? msg.Data.OwnerOptional.OculusID : "";
|
||||
int numUsers = (msg.Data.UsersOptional != null) ? msg.Data.UsersOptional.Count : 0;
|
||||
|
||||
Debug.LogFormat(
|
||||
"Room Update {0}\n" +
|
||||
" Owner {1}\n" +
|
||||
" User Count {2}\n" +
|
||||
" Datastore Count {3}\n",
|
||||
msg.Data.ID, ownerOculusID, numUsers, msg.Data.DataStore.Count);
|
||||
|
||||
// check to make sure the room is valid as there are a few odd timing issues (for
|
||||
// example when leaving a room) that can trigger an uninteresting update
|
||||
if (msg.Data.ID != m_matchRoom)
|
||||
{
|
||||
Debug.Log("Unexpected room update from: " + msg.Data.ID);
|
||||
return;
|
||||
}
|
||||
|
||||
ProcessRoomData(msg.Data);
|
||||
}
|
||||
|
||||
private void ProcessRoomData(Room room)
|
||||
{
|
||||
m_lastUpdateTime = Time.time;
|
||||
|
||||
if (m_state == MatchRoomState.Configuring)
|
||||
{
|
||||
// get the User info for the other player
|
||||
if (room.UsersOptional != null)
|
||||
{
|
||||
foreach (var user in room.UsersOptional)
|
||||
{
|
||||
if (PlatformManager.MyID != user.ID)
|
||||
{
|
||||
Debug.Log("Found remote user: " + user.OculusID);
|
||||
m_remotePlayer = user;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m_remotePlayer == null)
|
||||
return;
|
||||
|
||||
bool i_go_first = DoesLocalUserGoFirst();
|
||||
TransitionToState(i_go_first ? MatchRoomState.MyTurn : MatchRoomState.RemoteTurn);
|
||||
Matchmaking.StartMatch(m_matchRoom).OnComplete(GenericErrorCheckCallback);
|
||||
m_gameController.StartOnlineMatch(m_remotePlayer.OculusID, i_go_first);
|
||||
}
|
||||
|
||||
// if it's the remote player's turn, look for their move in the datastore
|
||||
if (m_state == MatchRoomState.RemoteTurn &&
|
||||
room.DataStore.ContainsKey(m_remotePlayer.OculusID) &&
|
||||
room.DataStore[m_remotePlayer.OculusID] != "")
|
||||
{
|
||||
// process remote move
|
||||
ProcessRemoteMove(room.DataStore[m_remotePlayer.OculusID]);
|
||||
TransitionToState(MatchRoomState.MyTurn);
|
||||
}
|
||||
|
||||
// If the room ownership transferred to me, we can mark the remote turn complete.
|
||||
// We don't do this when the remote move comes in if we aren't yet the owner because
|
||||
// the local user will not be able to write to the datastore if they aren't the
|
||||
// owner of the room.
|
||||
if (m_state == MatchRoomState.MyTurn && room.OwnerOptional != null && room.OwnerOptional.ID == PlatformManager.MyID)
|
||||
{
|
||||
m_gameController.MarkRemoteTurnComplete();
|
||||
}
|
||||
|
||||
if (room.UsersOptional == null || (room.UsersOptional != null && room.UsersOptional.Count != 2))
|
||||
{
|
||||
Debug.Log("Other user quit the room");
|
||||
m_gameController.RemoteMatchEnded();
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessRemoteMove(string moveString)
|
||||
{
|
||||
Debug.Log("Processing remote move string: " + moveString);
|
||||
string[] tokens = moveString.Split(':');
|
||||
|
||||
GamePiece.Piece piece = (GamePiece.Piece)Enum.Parse(typeof(GamePiece.Piece), tokens[0]);
|
||||
int x = Int32.Parse(tokens[1]);
|
||||
int y = Int32.Parse(tokens[2]);
|
||||
|
||||
// swap the coordinates since each player assumes they are player 0
|
||||
x = GameBoard.LENGTH_X-1 - x;
|
||||
y = GameBoard.LENGTH_Y-1 - y;
|
||||
|
||||
m_gameController.MakeRemoteMove(piece, x, y);
|
||||
}
|
||||
|
||||
public void SendLocalMove(GamePiece.Piece piece, int boardX, int boardY)
|
||||
{
|
||||
string moveString = string.Format("{0}:{1}:{2}", piece.ToString(), boardX, boardY);
|
||||
Debug.Log("Sending move: " + moveString);
|
||||
|
||||
var dict = new Dictionary<string, string>();
|
||||
dict[PlatformManager.MyOculusID] = moveString;
|
||||
dict[m_remotePlayer.OculusID] = "";
|
||||
|
||||
Rooms.UpdateDataStore(m_matchRoom, dict).OnComplete(UpdateDataStoreCallback);
|
||||
TransitionToState(MatchRoomState.RemoteTurn);
|
||||
}
|
||||
|
||||
private void UpdateDataStoreCallback(Message<Room> msg)
|
||||
{
|
||||
if (m_state != MatchRoomState.RemoteTurn)
|
||||
{
|
||||
// ignore calback - user already quit the match
|
||||
return;
|
||||
}
|
||||
|
||||
// after I've updated the datastore with my move, change ownership so the other
|
||||
// user can perform their move
|
||||
Rooms.UpdateOwner(m_matchRoom, m_remotePlayer.ID);
|
||||
}
|
||||
|
||||
// deterministic but somewhat random selection for who goes first
|
||||
private bool DoesLocalUserGoFirst()
|
||||
{
|
||||
// if the room ID is even, the lower ID goes first
|
||||
if (m_matchRoom % 2 == 0)
|
||||
{
|
||||
return PlatformManager.MyID < m_remotePlayer.ID;
|
||||
}
|
||||
// otherwise the higher ID goes first
|
||||
{
|
||||
return PlatformManager.MyID > m_remotePlayer.ID;
|
||||
}
|
||||
}
|
||||
|
||||
private void GenericErrorCheckCallback(Message msg)
|
||||
{
|
||||
if (msg.IsError)
|
||||
{
|
||||
Debug.Log(msg.GetError().Message);
|
||||
TransitionToState(MatchRoomState.None);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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fileFormatVersion: 2
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guid: e4f7411db9bf50545a8b0b3c5b3c1ff8
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timeCreated: 1479421035
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,113 @@
|
||||
namespace Oculus.Platform.Samples.VrBoardGame
|
||||
{
|
||||
using UnityEngine;
|
||||
using Oculus.Platform;
|
||||
using Oculus.Platform.Models;
|
||||
|
||||
// Top level class for initializing the Oculus Platform SDK. It also performs
|
||||
// and entitlement check and returns information about the logged-in user.
|
||||
public class PlatformManager : MonoBehaviour
|
||||
{
|
||||
private static PlatformManager s_instance;
|
||||
|
||||
// my Application-scoped Oculus ID
|
||||
private ulong m_myID;
|
||||
|
||||
// my Oculus user name
|
||||
private string m_myOculusID;
|
||||
|
||||
#region Initialization and Shutdown
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// make sure only one instance of this manager ever exists
|
||||
if (s_instance != null)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
s_instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
Core.Initialize();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// First thing we should do is perform an entitlement check to make sure
|
||||
// we successfully connected to the Oculus Platform Service.
|
||||
Entitlements.IsUserEntitledToApplication().OnComplete(IsEntitledCallback);
|
||||
}
|
||||
|
||||
void IsEntitledCallback(Message msg)
|
||||
{
|
||||
if (msg.IsError)
|
||||
{
|
||||
TerminateWithError(msg);
|
||||
return;
|
||||
}
|
||||
|
||||
// Next get the identity of the user that launched the Application.
|
||||
Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback);
|
||||
}
|
||||
|
||||
void GetLoggedInUserCallback(Message<User> msg)
|
||||
{
|
||||
if (msg.IsError)
|
||||
{
|
||||
TerminateWithError(msg);
|
||||
return;
|
||||
}
|
||||
|
||||
m_myID = msg.Data.ID;
|
||||
m_myOculusID = msg.Data.OculusID;
|
||||
|
||||
Debug.Log(" I am " + m_myOculusID);
|
||||
}
|
||||
|
||||
// In this example, for most errors, we terminate the Application. A full App would do
|
||||
// something more graceful.
|
||||
public static void TerminateWithError(Message msg)
|
||||
{
|
||||
Debug.Log("Error: " + msg.GetError().Message);
|
||||
UnityEngine.Application.Quit();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Properties
|
||||
|
||||
public static ulong MyID
|
||||
{
|
||||
get
|
||||
{
|
||||
if (s_instance != null)
|
||||
{
|
||||
return s_instance.m_myID;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static string MyOculusID
|
||||
{
|
||||
get
|
||||
{
|
||||
if (s_instance != null && s_instance.m_myOculusID != null)
|
||||
{
|
||||
return s_instance.m_myOculusID;
|
||||
}
|
||||
else
|
||||
{
|
||||
return string.Empty;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
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fileFormatVersion: 2
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guid: 46b8fed8b150a8c4688eae89457bd466
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timeCreated: 1479414194
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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8
Assets/Oculus/Platform/Samples/VrHoops.meta
Normal file
8
Assets/Oculus/Platform/Samples/VrHoops.meta
Normal file
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userData:
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@@ -0,0 +1,13 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!134 &13400000
|
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PhysicMaterial:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: Bouncey
|
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dynamicFriction: 0.5
|
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staticFriction: 0.6
|
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bounciness: 0.7
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frictionCombine: 0
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bounceCombine: 3
|
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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4533
Assets/Oculus/Platform/Samples/VrHoops/Main.unity
Normal file
4533
Assets/Oculus/Platform/Samples/VrHoops/Main.unity
Normal file
File diff suppressed because it is too large
Load Diff
8
Assets/Oculus/Platform/Samples/VrHoops/Main.unity.meta
Normal file
8
Assets/Oculus/Platform/Samples/VrHoops/Main.unity.meta
Normal file
@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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8
Assets/Oculus/Platform/Samples/VrHoops/Prefabs.meta
Normal file
8
Assets/Oculus/Platform/Samples/VrHoops/Prefabs.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user