Managing Teams
Managing teams of a room is a little complicated. You need to subscribe to a few lobby events and modify the room custom data. Here is a quick rundown of the workflow:
Subscribe to the lobby events.
Room owner should assign new players who joined the room to a team.
Room owner should remove players who left the room from all teams.
All room members should refresh the players list when room custom data is changed to reflect the updated teams.
Lobby events
Invoked when new players join the local player's room.
Invoked when players leave the local player's room.
Invoked when the room custom data is updated.
Open the LobbyDemo.cs script and add the following code to Start() and onDestroy() to subscribe to the lobby events.
void Start()
{
// Subscribe to Lobby events
NetworkClient.Lobby.OnNewPlayerJoinRoomEvent += Lobby_OnNewPlayerJoinRoomEvent;
NetworkClient.Lobby.OnPlayerLeaveRoomEvent += Lobby_OnPlayerLeaveRoomEvent;
NetworkClient.Lobby.OnRoomCustomDataChangeEvent += Lobby_OnRoomCustomDataChangeEvent;
}
void onDestroy()
{
// Unsubscrible to Lobby events
NetworkClient.Lobby.OnNewPlayerJoinRoomEvent -= Lobby_OnNewPlayerJoinRoomEvent;
NetworkClient.Lobby.OnPlayerLeaveRoomEvent -= Lobby_OnPlayerLeaveRoomEvent;
NetworkClient.Lobby.OnRoomCustomDataChangeEvent -= Lobby_OnRoomCustomDataChangeEvent;
}
Next, Implement the OnNewPlayerJoinRoomEvent handler method.
void Lobby_OnNewPlayerJoinRoomEvent(SWJoinRoomEventData eventData)
{
Debug.Log("Player joined room");
Debug.Log(eventData);
// Store the new playerId and player name pair
playersDict[eventData.newPlayerId] = eventData.GetString();
if (NetworkClient.Lobby.IsOwner)
{
// Find the smaller team and assign the new player to it.
if(roomData.team1.players.Count < roomData.team2.players.Count)
{
roomData.team1.players.Add(eventData.newPlayerId);
}
else
{
roomData.team2.players.Add(eventData.newPlayerId);
}
// Update the room custom data
NetworkClient.Lobby.ChangeRoomCustomData(roomData, (bool successful, SWLobbyError error) =>
{
if (successful)
{
Debug.Log("ChangeRoomCustomData successful");
RefreshPlayerList();
}
else
{
Debug.Log("ChangeRoomCustomData failed: " + error);
}
});
}
}
Implement the OnPlayerLeaveRoomEvent handler method.
void Lobby_OnPlayerLeaveRoomEvent(SWLeaveRoomEventData eventData)
{
Debug.Log("Player left room: " + eventData);
if (NetworkClient.Lobby.IsOwner)
{
// Remove the players from both team.
roomData.team2.players.RemoveAll(eventData.leavePlayerIds.Contains);
roomData.team1.players.RemoveAll(eventData.leavePlayerIds.Contains);
// Update the room custom data
NetworkClient.Lobby.ChangeRoomCustomData(roomData, (bool successful, SWLobbyError error) =>
{
if (successful)
{
Debug.Log("ChangeRoomCustomData successful");
RefreshPlayerList();
}
else
{
Debug.Log("ChangeRoomCustomData failed: " + error);
}
});
}
}
Implement the OnRoomCustomDataChangeEvent handler method.
void Lobby_OnRoomCustomDataChangeEvent(SWRoomCustomDataChangeEventData eventData)
{
Debug.Log("Room custom data changed: " + eventData);
SWRoom room = NetworkClient.Lobby.RoomData;
roomData = room.GetCustomData<RoomCustomData>();
// Room custom data changed, refresh the player list.
RefreshPlayerList();
}
Last updated
Was this helpful?