Init
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using System.Collections.Generic;
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using Blocks.Common;
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using Blocks.Sessions.Common;
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using Unity.Properties;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace Blocks.Sessions
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{
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[UxmlElement]
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public partial class JoinSessionByCode : VisualElement
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{
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const string k_SessionCodeTextFieldPlaceholder = "Enter Session Code";
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const string k_JoinButtonText = "JOIN";
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[UxmlAttribute, CreateProperty]
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SessionSettings SessionSettings
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{
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get => m_SessionSettings;
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set
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{
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if (m_SessionSettings == value)
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{
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return;
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}
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m_SessionSettings = value;
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if (panel != null)
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{
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UpdateBindings();
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}
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}
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}
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SessionSettings m_SessionSettings;
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JoinSessionByCodeViewModel m_ViewModel;
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readonly List<DataBinding> m_Bindings = new();
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public JoinSessionByCode()
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{
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AddToClassList(BlocksTheme.ContainerHorizontal);
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var sessionCodeTextField = new TextField
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{
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textEdition =
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{
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placeholder = k_SessionCodeTextFieldPlaceholder,
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hidePlaceholderOnFocus = true
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}
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};
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sessionCodeTextField.AddToClassList(BlocksTheme.TextField);
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sessionCodeTextField.AddToClassList(BlocksTheme.SpaceRight);
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var sessionCodeBinding = new DataBinding
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{
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dataSourcePath = new PropertyPath(nameof(m_ViewModel.SessionCode)),
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bindingMode = BindingMode.ToSource
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};
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sessionCodeTextField.SetBinding("value", sessionCodeBinding);
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Add(sessionCodeTextField);
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m_Bindings.Add(sessionCodeBinding);
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var createSessionButton = new Button
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{
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text = k_JoinButtonText
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};
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createSessionButton.AddToClassList(BlocksTheme.Button);
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var createSessionBinding = new DataBinding
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{
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dataSourcePath = new PropertyPath(nameof(m_ViewModel.CanJoinSession)),
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bindingMode = BindingMode.ToTarget
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};
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createSessionButton.SetBinding(new BindingId(nameof(enabledSelf)), createSessionBinding);
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createSessionButton.clicked += JoinSession;
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Add(createSessionButton);
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m_Bindings.Add(createSessionBinding);
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RegisterCallback<AttachToPanelEvent>(_ => UpdateBindings());
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RegisterCallback<DetachFromPanelEvent>(_ => CleanupBindings());
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}
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void JoinSession()
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{
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if (!m_ViewModel.AreMultiplayerServicesInitialized())
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{
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Debug.LogError("Multiplayer Services are not initialized. You can initialize them with default settings by adding a Servicesinitialization and PlayerAuthentication components in your scene.");
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return;
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}
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_ = m_ViewModel.JoinSessionByCodeAsync(m_SessionSettings.ToJoinSessionOptions());
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}
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void UpdateBindings()
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{
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CleanupBindings();
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m_ViewModel = new JoinSessionByCodeViewModel(m_SessionSettings?.sessionType);
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foreach (var binding in m_Bindings)
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{
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binding.dataSource = m_ViewModel;
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}
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}
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void CleanupBindings()
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{
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m_ViewModel?.Dispose();
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m_ViewModel = null;
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foreach (var binding in m_Bindings)
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{
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binding.dataSource = null;
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}
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}
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}
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}
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