Files
Test-Multiplayer/Assets/Scripts/Chat/LoginUI.cs
T
pelpanagiotisandClaude Opus 5.5 5fc9ebf1e6 Add practice range: shooting, AK47, intro cinematic, dressed warehouse scene
- PortalTestDestination practice range: Valorant-style hitscan rifle (recoil,
  spray/bloom, reload, controller support), debug HUD, practice-dummy targets
  with head/body hitboxes, hit/death/respawn animations, procedural SFX/FX
- AK47 model (Quaternius, CC0) held via Animator IK, with fire/reload/equip anims
- Intro cinematic (camera shots, title card, target beam-in, GO hand-off)
- Scene dressing editor pass: CC0 textures, props, warehouse roof, lighting and
  post-processing; custom stylized skybox shader
- CharacterMovement: camera recoil, shoulder offset, cinematic control lock
- Unity CLI pipeline package; plus in-progress chat/Rive/player changes

Asset credits: Assets/Models/Props/PROPS_CREDITS.txt (3 CC-BY 3.0 props),
Assets/Textures/Range/TEXTURES_LICENSE.txt, Assets/Resources/*/..._LICENSE.txt

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 08:56:35 +03:00

69 lines
2.0 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using Mirror;
using TMPro;
public class LoginUI : MonoBehaviour
{
[Header("UI Elements")]
[SerializeField] internal TMP_InputField usernameInput;
[SerializeField] internal Button clientButton;
[SerializeField] internal Text errorText;
public static LoginUI instance;
string originalNetworkAddress;
void Awake()
{
instance = this;
}
void Start()
{
if (string.IsNullOrWhiteSpace(NetworkManager.singleton.networkAddress))
NetworkManager.singleton.networkAddress = "localhost";
originalNetworkAddress = NetworkManager.singleton.networkAddress;
}
void Update()
{
if (string.IsNullOrWhiteSpace(NetworkManager.singleton.networkAddress))
NetworkManager.singleton.networkAddress = originalNetworkAddress;
}
public void ToggleButton(string username)
{
clientButton.interactable = !string.IsNullOrWhiteSpace(username);
}
public void OnClientButton()
{
var username = usernameInput.text.Trim();
Debug.Log($"[LoginUI] Client button pressed. Username length: {username.Length}");
if (string.IsNullOrWhiteSpace(username))
{
Debug.LogWarning("[LoginUI] Client start blocked because the username is empty.");
if (errorText != null) { errorText.text = "Enter a username"; errorText.gameObject.SetActive(true); }
return;
}
// set the name on the ChatAuthenticator (if present)
var auth = NetworkManager.singleton.GetComponent<ChatAuthenticator>();
if (auth != null)
{
Debug.Log("[LoginUI] Assigning username to ChatAuthenticator.");
auth.SetPlayerName(username);
}
else
Debug.LogWarning("LoginUI: ChatAuthenticator not found on NetworkManager.");
// start client
Debug.Log($"[LoginUI] Starting client. Network address: '{NetworkManager.singleton.networkAddress}'");
NetworkManager.singleton.StartClient();
}
}