5 Commits

Author SHA1 Message Date
Yue-bin
40795a2f49 chore(playermanager): 升级版本到4.0.0
All checks were successful
Publish Release / build (push) Successful in 2m5s
升级PlayerManager插件版本从3.1.1到4.0.0,
以支持新的功能特性和改进。
2026-05-07 04:18:52 +08:00
Yue-bin
e157e24236 feat(gui): 添加默认组件注册器和可配置的UI组件
- 创建DefaultWidgets类作为默认组件注册入口,在Plugin.Awake()中调用RegisterAll()
- 实现多个内部组件工厂:KickButton、NameToggleButton、PlayerInfoButton、
  RecordButton、RoomPublicityButton、RoomPublicityLabel
- 将配置项访问权限从private改为internal以便外部访问
- 添加新的配置选项用于控制各个UI组件的显示开关
- 按配置条件动态注册相应的头部和玩家行组件
2026-05-07 04:16:40 +08:00
Yue-bin
dfb535e4b7 refactor(Gui): 重构PlayerManagerGUI实现纯绘制架构
- 将GUI类从包含业务逻辑改为纯绘制职责,使用LayoutCursor进行定位
- 移除硬编码的布局参数和按钮事件处理方法
- 改为迭代注册的HeaderRow/PlayerRowWidget进行绘制
- 调整GUIStyle访问修饰符为internal以供DefaultWidgets引用
2026-05-07 04:16:26 +08:00
Yue-bin
b98ae261d5 refactor(PlayerManager): 重构文件结构并更新命名空间
将GUI相关文件移动到Gui目录下,记录器相关文件移动到Recorder目录下,
并相应更新命名空间以匹配新的目录结构。

- 将PlayerManagerGUI.cs移至Gui/PlayerManagerGUI.cs
- 将BlackListRecorder.cs等记录器文件移至Recorder目录
- 更新命名空间从stick.plugins.playermanager到对应的子命名空间

Co-authored-by: Copilot <copilot@github.com>
2026-05-07 01:58:33 +08:00
Yue-bin
204fda4f59 refactor(PlayerManager): 移除未使用的lever方向控制方法并简化大厅类型切换逻辑
移除了SetHostLeverDirection方法,该方法用于修改lever朝向但不再需要。
同时重构了ChangeLobbyType方法中的大厅类型切换逻辑,使用更简洁的方式处理
公共和私有大厅类型的切换,移除了不必要的条件判断和lever旋转操作。

thank z7572

Co-authored-by: Copilot <copilot@github.com>
2026-05-07 01:51:49 +08:00
19 changed files with 941 additions and 515 deletions

32
Gui/DefaultWidgets.cs Normal file
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namespace stick.plugins.playermanager.Gui;
/// <summary>
/// 默认组件注册入口
/// 在 Plugin.Awake() 末尾调用 RegisterAll()
/// 配置判断在此集中处理,各组件文件只提供纯 Create() 工厂
/// </summary>
public static class DefaultWidgets
{
public static void RegisterAll()
{
// Header 组件
if (PlayerManager.ShowRoomPublicityLabel.Value)
RegisterManager.RegisterHeaderRow(InternalWidgets.RoomPublicityLabel.Create());
if (PlayerManager.ShowRoomPublicityButton.Value)
RegisterManager.RegisterHeaderRow(InternalWidgets.RoomPublicityButton.Create());
// 玩家行组件(始终注册)
RegisterManager.RegisterPlayerRow(InternalWidgets.PlayerInfoButton.Create());
// 玩家行组件(按配置决定)
if (PlayerManager.ShowRecordButton.Value)
RegisterManager.RegisterPlayerRow(InternalWidgets.RecordButton.Create());
if (PlayerManager.ShowKickButton.Value)
RegisterManager.RegisterPlayerRow(InternalWidgets.KickButton.Create());
if (PlayerManager.ShowNameToggleButton.Value)
RegisterManager.RegisterPlayerRow(InternalWidgets.NameToggleButton.Create());
}
}

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using MultiplayerBasicExample;
namespace stick.plugins.playermanager.Gui.InternalWidgets;
/// <summary>
/// 踢人按钮的纯工厂
/// </summary>
public static class KickButton
{
public static IPlayerRowWidget Create()
{
return new PlayerRowButtonWidget
{
Name = "Kick",
Condition = player =>
!PlayerManager.IsHost(player)
&& !PlayerManager.IsLocalPlayer(player),
GetText = _ => "Kick!",
OnClick = player =>
PlayerManager.KickPlayer(player.SteamId, MultiplayerManager.KickResponse.DidNotRecievePackages),
Width = 100f,
Style = PlayerManagerGUI.CommonButtonStyle,
};
}
}

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namespace stick.plugins.playermanager.Gui.InternalWidgets;
/// <summary>
/// 曾用名切换按钮的纯工厂
/// </summary>
public static class NameToggleButton
{
public static IPlayerRowWidget Create()
{
return new PlayerRowButtonWidget
{
Name = "NameToggle",
Condition = player => player.HasRecordedName,
GetText = player => player.DisplayNameRecorded ? "显示现用名" : "显示曾用名",
OnClick = player => player.DisplayNameRecorded = !player.DisplayNameRecorded,
Width = 120f,
Style = PlayerManagerGUI.CommonButtonStyle,
};
}
}

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using Steamworks;
using UnityEngine;
using stick.plugins.playermanager.Recorder;
using static stick.plugins.playermanager.Gui.PlayerManagerGUI;
namespace stick.plugins.playermanager.Gui.InternalWidgets;
/// <summary>
/// 玩家信息按钮的纯工厂
/// </summary>
public static class PlayerInfoButton
{
public static IPlayerRowWidget Create()
{
return new PlayerRowButtonWidget
{
Name = "PlayerInfo",
GetText = player => player.ToString(),
OnClick = player =>
{
GUIUtility.systemCopyBuffer = player.ToString();
SteamFriends.ActivateGameOverlayToUser("steamid", player.SteamId);
},
Width = 500f,
GetStyle = player => player.RecordStatus switch
{
PlayerRecordStatus.Blacklisted => RedButtonStyle,
PlayerRecordStatus.Recorded => YellowButtonStyle,
_ => player.IsFriend ? GreenButtonStyle : CommonButtonStyle,
},
};
}
}

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using UnityEngine;
using stick.plugins.playermanager.Recorder;
namespace stick.plugins.playermanager.Gui.InternalWidgets;
/// <summary>
/// 记录/拉黑按钮的纯工厂
/// </summary>
public static class RecordButton
{
public static IPlayerRowWidget Create()
{
return new PlayerRowButtonWidget
{
Name = "Record",
GetText = player => player.RecordStatus switch
{
PlayerRecordStatus.NotRecorded => "记录",
PlayerRecordStatus.Recorded => "拉黑",
PlayerRecordStatus.Blacklisted => "取消",
_ => "未知状态",
},
OnClick = player =>
{
switch (player.RecordStatus)
{
case PlayerRecordStatus.NotRecorded:
PlayerManager.playerRecorder.RecordPlayer(player);
break;
case PlayerRecordStatus.Recorded:
PlayerManager.blackListRecorder.RecordPlayer(player);
break;
case PlayerRecordStatus.Blacklisted:
PlayerManager.playerRecorder.CancelRecordPlayer(player);
PlayerManager.blackListRecorder.CancelRecordPlayer(player);
break;
default:
Debug.LogError($"未知的记录状态: {player.RecordStatus}");
return;
}
PlayerManager.OnLobbyMembersChanged();
},
Width = 100f,
Style = PlayerManagerGUI.CommonButtonStyle,
};
}
}

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using static stick.plugins.playermanager.Gui.PlayerManagerGUI;
namespace stick.plugins.playermanager.Gui.InternalWidgets;
/// <summary>
/// 切换公开性按钮的纯工厂
/// </summary>
public static class RoomPublicityButton
{
public static IHeaderRow Create()
{
return new HeaderRow
{
Name = "RoomPublicityButton",
Condition = () => PlayerManager.IsHost(PlayerManager.LocalPlayer),
Children =
{
new HeaderButtonWidget
{
Name = "RoomPublicityButton.Content",
Text = "切换公开性",
Action = () => PlayerManager.ToggleLobbyPublicity(),
Width = 150f,
Style = CommonButtonStyle,
},
},
};
}
}

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using static stick.plugins.playermanager.Gui.PlayerManagerGUI;
namespace stick.plugins.playermanager.Gui.InternalWidgets;
/// <summary>
/// 房间类型标签的纯工厂
/// </summary>
public static class RoomPublicityLabel
{
public static IHeaderRow Create()
{
return new HeaderRow
{
Name = "RoomPublicityLabel",
Condition = () => PlayerManager.IsHost(PlayerManager.LocalPlayer),
Children =
{
new HeaderLabelWidget
{
Name = "RoomPublicityLabel.Content",
Content = () => $"房间类型: {(PlayerManager.IsPublic ? "" : "")}",
Width = 200f,
Style = TitleStyle,
},
},
};
}
}

85
Gui/LayoutCursor.cs Normal file
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using UnityEngine;
namespace stick.plugins.playermanager.Gui;
/// <summary>
/// 布局游标,统一管理 GUI 绘制时的行列定位
/// Header 区域纵向排列 RowRow 内横向排列 Widget
/// 玩家区域每玩家一行,行内横向排列 Widget
/// </summary>
public class LayoutCursor
{
/// <summary>
/// 左侧偏移量
/// </summary>
public float OffsetX { get; set; } = 10f;
/// <summary>
/// 顶部偏移量
/// </summary>
public float OffsetY { get; set; } = 20f;
/// <summary>
/// 行高
/// </summary>
public float LineHeight { get; set; } = 50f;
private float _currentX;
private int _currentLine;
/// <summary>
/// 当前行的 Y 坐标
/// </summary>
public float CurrentY => OffsetY + LineHeight * _currentLine;
/// <summary>
/// 重置游标到初始状态
/// </summary>
public void Reset()
{
_currentX = OffsetX;
_currentLine = 0;
}
/// <summary>
/// 开始新的一行,重置列位置到 OffsetX
/// </summary>
public void BeginRow()
{
_currentX = OffsetX;
}
/// <summary>
/// 在当前行获取下一列的 RectX 坐标自动推进
/// </summary>
/// <param name="width">列宽</param>
/// <param name="height">行高</param>
public Rect NextColumn(float width, float height)
{
var rect = new Rect(_currentX, CurrentY, width, height);
_currentX += width;
return rect;
}
/// <summary>
/// 结束当前行,移动到下一行
/// </summary>
public void EndRow()
{
_currentLine++;
_currentX = OffsetX;
}
/// <summary>
/// 换行并返回一个从 OffsetX 开始的整行 Rect
/// 适用于独占整行的标题等
/// </summary>
/// <param name="width">宽度</param>
/// <param name="height">高度</param>
public Rect NextLine(float width, float height)
{
_currentLine++;
_currentX = OffsetX;
return new Rect(OffsetX, CurrentY, width, height);
}
}

261
Gui/PlayerManagerGUI.cs Normal file
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using System.Linq;
using MultiplayerBasicExample;
using Steamworks;
using UnityEngine;
using stick.plugins.playermanager.Recorder;
namespace stick.plugins.playermanager.Gui;
/// <summary>
/// 玩家管理器GUI类
/// 负责纯绘制:迭代注册的 HeaderRow / PlayerRowWidget使用 LayoutCursor 定位
/// 不包含任何业务逻辑或硬编码按钮
/// </summary>
public static class PlayerManagerGUI
{
#region GUI状态
/// <summary>
/// 是否显示大厅信息界面
/// </summary>
public static bool ShowLobbyInfo { get; set; }
/// <summary>
/// 滚动位置
/// </summary>
private static Vector2 ScrollPosition;
/// <summary>
/// 布局游标
/// </summary>
private static readonly LayoutCursor Cursor = new();
#endregion
#region GUIStyle缓存internal DefaultWidgets
/// <summary>
/// 标题样式
/// </summary>
internal static GUIStyle TitleStyle;
/// <summary>
/// 普通按钮样式
/// </summary>
internal static GUIStyle CommonButtonStyle;
/// <summary>
/// 黄色按钮样式(已记录玩家)
/// </summary>
internal static GUIStyle YellowButtonStyle;
/// <summary>
/// 红色按钮样式(黑名单玩家)
/// </summary>
internal static GUIStyle RedButtonStyle;
/// <summary>
/// 绿色按钮样式(好友)
/// </summary>
internal static GUIStyle GreenButtonStyle;
/// <summary>
/// 样式是否已初始化
/// </summary>
private static bool StylesInitialized;
#endregion
#region
private static void InitializeStyles()
{
if (StylesInitialized) return;
TitleStyle = new GUIStyle(GUI.skin.label) { fontSize = 22 };
CommonButtonStyle = new GUIStyle(GUI.skin.button) { fontSize = 22, richText = false };
YellowButtonStyle = new GUIStyle(GUI.skin.button) { fontSize = 22, richText = false };
YellowButtonStyle.normal.textColor = Color.yellow;
RedButtonStyle = new GUIStyle(GUI.skin.button) { fontSize = 22, richText = false };
RedButtonStyle.normal.textColor = Color.red;
GreenButtonStyle = new GUIStyle(GUI.skin.button) { fontSize = 22, richText = false };
GreenButtonStyle.normal.textColor = Color.green;
StylesInitialized = true;
}
#endregion
#region
/// <summary>
/// 绘制大厅信息GUI
/// </summary>
public static void DrawLobbyInfoGUI()
{
InitializeStyles();
Cursor.Reset();
if (PlayerManager.MatchmakingHandler.IsInsideLobby)
{
DrawCurrentLobbyInfo();
}
else
{
GUI.Label(
Cursor.NextLine(500f, 40f),
"当前不在大厅中",
TitleStyle
);
DrawLobbySearchInfo();
}
}
#endregion
#region
/// <summary>
/// 绘制当前大厅信息
/// 结构:标题行 → HeaderRow 区域(纵向) → 玩家行区域
/// </summary>
private static void DrawCurrentLobbyInfo()
{
// 固定:大厅标题(独占一行)
GUI.Label(
Cursor.NextLine(2000f, 40f),
$"当前大厅: {PlayerManager.CurrentLobbyID} 房主: {PlayerManager.LobbyOwner.CurrentName}",
TitleStyle
);
// HeaderRow 区域:纵向迭代每一行,行内横向迭代 Children
foreach (var row in RegisterManager.HeaderRows)
{
if (!row.ShouldDraw()) continue;
Cursor.BeginRow();
foreach (var child in row.Children)
{
if (child.ShouldDraw())
child.Draw(Cursor.NextColumn(child.Width, 40f));
}
Cursor.EndRow();
}
// 玩家行区域:每玩家一行,行内横向迭代注册的 PlayerRowWidget
for (int i = 0; i < PlayerManager.lobbyMemberList.Count; i++)
{
PlayerInfo member = PlayerManager.lobbyMemberList[i];
if (!member.SteamId.IsValid()) continue;
Cursor.BeginRow();
foreach (var widget in RegisterManager.PlayerRowWidgets)
{
if (widget.ShouldDraw(member))
widget.Draw(Cursor.NextColumn(widget.Width, 40f), member);
}
Cursor.EndRow();
}
}
#endregion
#region
/// <summary>
/// 绘制大厅搜索信息(不在大厅时显示)
/// </summary>
private static void DrawLobbySearchInfo()
{
// 搜索范围按钮
string areaText = GetAreaFilterText();
if (GUI.Button(
Cursor.NextLine(400f, 40f),
$"搜索范围 {areaText}",
CommonButtonStyle
))
{
CycleLobbyDistanceFilter();
PlayerManager.RequestLobbyList();
}
// 刷新按钮(同一行)
if (GUI.Button(
new Rect(Cursor.OffsetX + 420f, Cursor.CurrentY, 100f, 40f),
"刷新",
CommonButtonStyle
))
{
PlayerManager.RequestLobbyList();
}
// 搜索结果数量
GUI.Label(
Cursor.NextLine(500f, 40f),
$"搜索到大厅数量: {PlayerManager.lobbyDataList.Count}",
TitleStyle
);
// 大厅列表滚动视图
DrawLobbyListScrollView();
}
/// <summary>
/// 获取区域过滤文本
/// </summary>
private static string GetAreaFilterText()
{
return PlayerManager.lobbyDistanceFilter switch
{
ELobbyDistanceFilter.k_ELobbyDistanceFilterClose => "当前地区",
ELobbyDistanceFilter.k_ELobbyDistanceFilterDefault => "当前及附近地区",
ELobbyDistanceFilter.k_ELobbyDistanceFilterFar => "半球范围内",
ELobbyDistanceFilter.k_ELobbyDistanceFilterWorldwide => "世界",
_ => "未知"
};
}
/// <summary>
/// 循环切换大厅距离过滤
/// </summary>
private static void CycleLobbyDistanceFilter()
{
PlayerManager.lobbyDistanceFilter = PlayerManager.lobbyDistanceFilter switch
{
ELobbyDistanceFilter.k_ELobbyDistanceFilterWorldwide => ELobbyDistanceFilter.k_ELobbyDistanceFilterClose,
_ => PlayerManager.lobbyDistanceFilter + 1
};
}
/// <summary>
/// 绘制大厅列表滚动视图
/// </summary>
private static void DrawLobbyListScrollView()
{
ScrollPosition = GUI.BeginScrollView(
new Rect(Cursor.OffsetX, Cursor.CurrentY + 40f, 525f, 405f),
ScrollPosition,
new Rect(0f, 0f, 505f, PlayerManager.lobbyDataList.Count * 50f)
);
for (int i = 0; i < PlayerManager.lobbyDataList.Count; i++)
{
CSteamID lobbyId = PlayerManager.lobbyDataList[i];
if (GUI.Button(
new Rect(Cursor.OffsetX, Cursor.LineHeight * i, 500f, 40f),
$"{lobbyId} 人数{SteamMatchmaking.GetNumLobbyMembers(lobbyId)}",
CommonButtonStyle
))
{
PlayerManager.JoinSpecificServer(lobbyId);
}
}
GUI.EndScrollView();
}
#endregion
}

101
Gui/RegisterManager.cs Normal file
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using System.Collections.Generic;
using UnityEngine;
namespace stick.plugins.playermanager.Gui;
/// <summary>
/// 组件注册管理器
/// 提供 Header 行和玩家行组件的注册/反注册接口
/// </summary>
public static class RegisterManager
{
#region
/// <summary>
/// Header 行注册表(纵向排列)
/// </summary>
public static List<IHeaderRow> HeaderRows { get; } = new();
/// <summary>
/// 玩家行组件注册表(横向排列)
/// </summary>
public static List<IPlayerRowWidget> PlayerRowWidgets { get; } = new();
#endregion
#region
/// <summary>
/// 注册一个 Header 行,按注册顺序在 Header 区域纵向排列
/// </summary>
/// <param name="row">Header 行实例</param>
public static void RegisterHeaderRow(IHeaderRow row)
{
HeaderRows.Add(row);
Debug.Log($"[PlayerManager] 注册 Header 行: {row.Name}");
}
/// <summary>
/// 注册一个玩家行组件,按注册顺序在每个玩家行中横向排列
/// </summary>
/// <param name="widget">玩家行组件实例</param>
public static void RegisterPlayerRow(IPlayerRowWidget widget)
{
PlayerRowWidgets.Add(widget);
Debug.Log($"[PlayerManager] 注册玩家行组件: {widget.Name}");
}
#endregion
#region
/// <summary>
/// 按名称移除 Header 行
/// </summary>
/// <param name="name">行名称</param>
/// <returns>是否成功移除</returns>
public static bool UnregisterHeaderRow(string name)
{
int removed = HeaderRows.RemoveAll(r => r.Name == name);
if (removed > 0)
Debug.Log($"[PlayerManager] 移除 Header 行: {name}");
return removed > 0;
}
/// <summary>
/// 按名称移除玩家行组件
/// </summary>
/// <param name="name">组件名称</param>
/// <returns>是否成功移除</returns>
public static bool UnregisterPlayerRow(string name)
{
int removed = PlayerRowWidgets.RemoveAll(w => w.Name == name);
if (removed > 0)
Debug.Log($"[PlayerManager] 移除玩家行组件: {name}");
return removed > 0;
}
#endregion
#region
/// <summary>
/// 清空所有注册的 Header 行
/// </summary>
public static void ClearHeaderRows()
{
HeaderRows.Clear();
Debug.Log("[PlayerManager] 已清空所有 Header 行");
}
/// <summary>
/// 清空所有注册的玩家行组件
/// </summary>
public static void ClearPlayerRowWidgets()
{
PlayerRowWidgets.Clear();
Debug.Log("[PlayerManager] 已清空所有玩家行组件");
}
#endregion
}

207
Gui/Widget.cs Normal file
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using System;
using System.Collections.Generic;
using stick.plugins.playermanager.Recorder;
using UnityEngine;
namespace stick.plugins.playermanager.Gui;
#region Header
/// <summary>
/// 单个 Header 组件接口Label 或 Button
/// 不直接注册到 RegisterManager而是放在 IHeaderRow.Children 中
/// </summary>
public interface IHeaderWidget
{
/// <summary>
/// 组件名称,用于日志和反注册
/// </summary>
string Name { get; }
/// <summary>
/// 是否应该绘制此组件
/// </summary>
bool ShouldDraw();
/// <summary>
/// 组件宽度
/// </summary>
float Width { get; }
/// <summary>
/// 在指定 Rect 内绘制组件
/// </summary>
void Draw(Rect rect);
}
/// <summary>
/// Header 行接口
/// 一个 HeaderRow 占 Header 区域的一整行,其 Children 在行内横向排列
/// </summary>
public interface IHeaderRow
{
/// <summary>
/// 行名称,用于日志和反注册
/// </summary>
string Name { get; }
/// <summary>
/// 是否应该绘制此行
/// </summary>
bool ShouldDraw();
/// <summary>
/// 行内的子组件列表Label / Button按顺序横向排列
/// </summary>
IList<IHeaderWidget> Children { get; }
}
#endregion
#region
/// <summary>
/// 玩家行组件接口Label 或 Button
/// 注册到 RegisterManager 后,在每个玩家行中横向排列
/// </summary>
public interface IPlayerRowWidget
{
/// <summary>
/// 组件名称,用于日志和反注册
/// </summary>
string Name { get; }
/// <summary>
/// 判断是否应该为指定玩家绘制此组件
/// </summary>
bool ShouldDraw(PlayerInfo player);
/// <summary>
/// 组件宽度
/// </summary>
float Width { get; }
/// <summary>
/// 在指定 Rect 内为指定玩家绘制组件
/// </summary>
void Draw(Rect rect, PlayerInfo player);
}
#endregion
#region Header
/// <summary>
/// Header 标签组件
/// </summary>
public class HeaderLabelWidget : IHeaderWidget
{
public string Name { get; set; }
public Func<bool> Condition { get; set; }
public Func<string> Content { get; set; }
public float Width { get; set; }
public GUIStyle Style { get; set; }
public bool ShouldDraw() => Condition == null || Condition();
public void Draw(Rect rect)
{
GUI.Label(rect, Content?.Invoke() ?? string.Empty, Style ?? GUI.skin.label);
}
}
/// <summary>
/// Header 按钮组件
/// </summary>
public class HeaderButtonWidget : IHeaderWidget
{
public string Name { get; set; }
public Func<bool> Condition { get; set; }
public string Text { get; set; }
public Action Action { get; set; }
public float Width { get; set; }
public GUIStyle Style { get; set; }
public bool ShouldDraw() => Condition == null || Condition();
public void Draw(Rect rect)
{
if (GUI.Button(rect, Text ?? string.Empty, Style ?? GUI.skin.button))
Action?.Invoke();
}
}
/// <summary>
/// Header 行具体实现
/// 包含一组 IHeaderWidget在 Header 区域占一整行
/// </summary>
public class HeaderRow : IHeaderRow
{
public string Name { get; set; }
public Func<bool> Condition { get; set; }
/// <summary>
/// 行内的子组件列表,按添加顺序横向排列
/// </summary>
public List<IHeaderWidget> Children { get; set; } = new();
IList<IHeaderWidget> IHeaderRow.Children => Children;
public bool ShouldDraw() => Condition == null || Condition();
}
#endregion
#region
/// <summary>
/// 玩家行按钮组件
/// </summary>
public class PlayerRowButtonWidget : IPlayerRowWidget
{
public string Name { get; set; }
public Func<PlayerInfo, bool> Condition { get; set; }
public Func<PlayerInfo, string> GetText { get; set; }
public Action<PlayerInfo> OnClick { get; set; }
public float Width { get; set; }
/// <summary>
/// 静态样式(当 GetStyle 为 null 或返回 null 时使用)
/// </summary>
public GUIStyle Style { get; set; }
/// <summary>
/// 动态样式获取(可选)。优先于 Style用于根据玩家状态切换按钮颜色
/// </summary>
public Func<PlayerInfo, GUIStyle> GetStyle { get; set; }
public bool ShouldDraw(PlayerInfo player) => Condition == null || Condition(player);
public void Draw(Rect rect, PlayerInfo player)
{
GUIStyle style = GetStyle?.Invoke(player) ?? Style ?? GUI.skin.button;
if (GUI.Button(rect, GetText?.Invoke(player) ?? string.Empty, style))
OnClick?.Invoke(player);
}
}
/// <summary>
/// 玩家行标签组件
/// </summary>
public class PlayerRowLabelWidget : IPlayerRowWidget
{
public string Name { get; set; }
public Func<PlayerInfo, bool> Condition { get; set; }
public Func<PlayerInfo, string> GetText { get; set; }
public float Width { get; set; }
public GUIStyle Style { get; set; }
public bool ShouldDraw(PlayerInfo player) => Condition == null || Condition(player);
public void Draw(Rect rect, PlayerInfo player)
{
GUI.Label(rect, GetText?.Invoke(player) ?? string.Empty, Style ?? GUI.skin.label);
}
}
#endregion

View File

@@ -1,470 +0,0 @@
using System.Linq;
using MultiplayerBasicExample;
using Steamworks;
using UnityEngine;
namespace stick.plugins.playermanager;
/// <summary>
/// 玩家管理器GUI类
/// 负责绘制大厅信息界面
/// </summary>
public static class PlayerManagerGUI
{
#region GUI状态
/// <summary>
/// 是否显示大厅信息界面
/// </summary>
public static bool ShowLobbyInfo { get; set; }
/// <summary>
/// 滚动位置
/// </summary>
private static Vector2 ScrollPosition;
/// <summary>
/// GUI布局参数
/// </summary>
private static float OffsetX;
private static float OffsetY;
private static float LineHeight;
private static float LineIndex;
#endregion
#region GUIStyle缓存
/// <summary>
/// 标题样式
/// </summary>
private static GUIStyle TitleStyle;
/// <summary>
/// 普通按钮样式
/// </summary>
private static GUIStyle CommonButtonStyle;
/// <summary>
/// 黄色按钮样式(已记录玩家)
/// </summary>
private static GUIStyle YellowButtonStyle;
/// <summary>
/// 红色按钮样式(黑名单玩家)
/// </summary>
private static GUIStyle RedButtonStyle;
/// <summary>
/// 绿色按钮样式(好友)
/// </summary>
private static GUIStyle GreenButtonStyle;
/// <summary>
/// 样式是否已初始化
/// </summary>
private static bool StylesInitialized;
#endregion
#region
/// <summary>
/// 初始化布局参数
/// </summary>
private static void InitializeLayout()
{
OffsetX = 10f;
OffsetY = 20f;
LineHeight = 50f;
LineIndex = 0f;
}
/// <summary>
/// 初始化GUIStyle
/// </summary>
private static void InitializeStyles()
{
if (StylesInitialized) return;
TitleStyle = new GUIStyle(GUI.skin.label) { fontSize = 22 };
CommonButtonStyle = new GUIStyle(GUI.skin.button) { fontSize = 22, richText = false };
YellowButtonStyle = new GUIStyle(GUI.skin.button) { fontSize = 22, richText = false };
YellowButtonStyle.normal.textColor = Color.yellow;
RedButtonStyle = new GUIStyle(GUI.skin.button) { fontSize = 22, richText = false };
RedButtonStyle.normal.textColor = Color.red;
GreenButtonStyle = new GUIStyle(GUI.skin.button) { fontSize = 22, richText = false };
GreenButtonStyle.normal.textColor = Color.green;
StylesInitialized = true;
}
#endregion
#region
/// <summary>
/// 获取新行的Y坐标
/// </summary>
private static float GetNewYPosition()
{
return OffsetY + LineHeight * ++LineIndex;
}
/// <summary>
/// 获取当前行的Y坐标
/// </summary>
private static float GetCurrentYPosition()
{
return OffsetY + LineHeight * LineIndex;
}
#endregion
#region
/// <summary>
/// 根据玩家状态获取按钮样式
/// </summary>
private static GUIStyle GetButtonStyle(PlayerInfo player)
{
return player.RecordStatus switch
{
PlayerRecordStatus.Blacklisted => RedButtonStyle,
PlayerRecordStatus.Recorded => YellowButtonStyle,
_ => player.IsFriend ? GreenButtonStyle : CommonButtonStyle
};
}
/// <summary>
/// 获取记录按钮文本
/// </summary>
private static string GetRecordButtonText(PlayerInfo player)
{
return player.RecordStatus switch
{
PlayerRecordStatus.NotRecorded => "记录",
PlayerRecordStatus.Recorded => "拉黑",
PlayerRecordStatus.Blacklisted => "取消",
_ => "未知状态"
};
}
/// <summary>
/// 获取曾用名切换按钮文本
/// </summary>
private static string GetNameToggleButtonText(PlayerInfo player)
{
return player.DisplayNameRecorded ? "显示现用名" : "显示曾用名";
}
/// <summary>
/// 获取房间公开性文本
/// </summary>
private static string GetRoomPublicText()
{
return PlayerManager.IsPublic ? "公开" : "好友可见";
}
#endregion
#region
/// <summary>
/// 处理房间公开切换按钮点击
/// </summary>
private static void OnRoomPublicToggleButtonClick()
{
PlayerManager.ToggleLobbyPublicity();
}
/// <summary>
/// 处理记录按钮点击
/// </summary>
private static void OnRecordButtonClick(PlayerInfo player)
{
switch (player.RecordStatus)
{
case PlayerRecordStatus.NotRecorded:
PlayerManager.playerRecorder.RecordPlayer(player);
break;
case PlayerRecordStatus.Recorded:
PlayerManager.blackListRecorder.RecordPlayer(player);
break;
case PlayerRecordStatus.Blacklisted:
PlayerManager.playerRecorder.CancelRecordPlayer(player);
PlayerManager.blackListRecorder.CancelRecordPlayer(player);
break;
default:
Debug.LogError($"未知的记录状态: {player.RecordStatus}");
return;
}
PlayerManager.OnLobbyMembersChanged();
}
/// <summary>
/// 处理踢人按钮点击
/// </summary>
private static void OnKickButtonClick(PlayerInfo player)
{
PlayerManager.KickPlayer(player.SteamId, MultiplayerManager.KickResponse.DidNotRecievePackages);
}
/// <summary>
/// 处理曾用名切换按钮点击
/// </summary>
private static void OnNameToggleButtonClick(PlayerInfo player)
{
player.DisplayNameRecorded = !player.DisplayNameRecorded;
}
/// <summary>
/// 处理切换大厅距离过滤按钮点击
/// </summary>
private static void OnCycleLobbyDistanceFilterClick()
{
CycleLobbyDistanceFilter();
PlayerManager.RequestLobbyList();
}
/// <summary>
/// 处理刷新大厅列表按钮点击
/// </summary>
private static void OnRefreshLobbyListClick()
{
PlayerManager.RequestLobbyList();
}
#endregion
#region GUI绘制方法
/// <summary>
/// 绘制当前大厅信息
/// </summary>
private static void DrawCurrentLobbyInfo()
{
InitializeStyles();
// 绘制大厅标题
GUI.Label(
new Rect(OffsetX, GetNewYPosition(), 2000f, 40f),
$"当前大厅: {PlayerManager.CurrentLobbyID} 房主: {PlayerManager.LobbyOwner.CurrentName}",
TitleStyle
);
if (PlayerManager.IsHost(PlayerManager.LocalPlayer))
{
// 绘制房间公开性
GUI.Label(
new Rect(OffsetX, GetNewYPosition(), 200f, 40f),
$"房间类型: {GetRoomPublicText()}",
TitleStyle
);
// 绘制房间公开切换按钮
if (GUI.Button(
new Rect(OffsetX + 220f, GetCurrentYPosition(), 150f, 40f),
"切换公开性",
CommonButtonStyle
))
{
OnRoomPublicToggleButtonClick();
}
}
// 绘制大厅成员列表
for (int i = 0; i < PlayerManager.lobbyMemberList.Count; i++)
{
PlayerInfo member = PlayerManager.lobbyMemberList[i];
if (!member.SteamId.IsValid()) continue;
DrawPlayerRow(member);
}
}
/// <summary>
/// 绘制单个玩家行
/// </summary>
private static void DrawPlayerRow(PlayerInfo player)
{
// 玩家信息按钮
if (GUI.Button(
new Rect(OffsetX, GetNewYPosition(), 500f, 40f),
player.ToString(),
GetButtonStyle(player)
))
{
GUIUtility.systemCopyBuffer = player.ToString();
SteamFriends.ActivateGameOverlayToUser("steamid", player.SteamId);
}
// 记录按钮
if (GUI.Button(
new Rect(520f, GetCurrentYPosition(), 100f, 40f),
GetRecordButtonText(player),
CommonButtonStyle
))
{
OnRecordButtonClick(player);
}
// 踢人按钮(非房主且非本地玩家)
if (!PlayerManager.IsHost(player) && !PlayerManager.IsLocalPlayer(player))
{
if (GUI.Button(
new Rect(630f, GetCurrentYPosition(), 100f, 40f),
"Kick!",
CommonButtonStyle
))
{
OnKickButtonClick(player);
}
}
// 曾用名切换按钮
if (player.HasRecordedName)
{
if (GUI.Button(
new Rect(740f, GetCurrentYPosition(), 120f, 40f),
GetNameToggleButtonText(player),
CommonButtonStyle
))
{
OnNameToggleButtonClick(player);
}
}
}
/// <summary>
/// 绘制大厅搜索信息
/// </summary>
private static void DrawLobbySearchInfo()
{
InitializeStyles();
// 搜索范围按钮
string areaText = GetAreaFilterText();
if (GUI.Button(
new Rect(OffsetX, GetNewYPosition(), 400f, 40f),
$"搜索范围 {areaText}",
CommonButtonStyle
))
{
OnCycleLobbyDistanceFilterClick();
}
// 刷新按钮
if (GUI.Button(
new Rect(OffsetX + 420f, GetCurrentYPosition(), 100f, 40f),
"刷新",
CommonButtonStyle
))
{
OnRefreshLobbyListClick();
}
// 搜索结果数量
GUI.Label(
new Rect(OffsetX, GetNewYPosition(), 500f, 40f),
$"搜索到大厅数量: {PlayerManager.lobbyDataList.Count}",
TitleStyle
);
// 大厅列表滚动视图
DrawLobbyListScrollView();
}
/// <summary>
/// 获取区域过滤文本
/// </summary>
private static string GetAreaFilterText()
{
return PlayerManager.lobbyDistanceFilter switch
{
ELobbyDistanceFilter.k_ELobbyDistanceFilterClose => "当前地区",
ELobbyDistanceFilter.k_ELobbyDistanceFilterDefault => "当前及附近地区",
ELobbyDistanceFilter.k_ELobbyDistanceFilterFar => "半球范围内",
ELobbyDistanceFilter.k_ELobbyDistanceFilterWorldwide => "世界",
_ => "未知"
};
}
/// <summary>
/// 循环切换大厅距离过滤
/// </summary>
private static void CycleLobbyDistanceFilter()
{
PlayerManager.lobbyDistanceFilter = PlayerManager.lobbyDistanceFilter switch
{
ELobbyDistanceFilter.k_ELobbyDistanceFilterWorldwide => ELobbyDistanceFilter.k_ELobbyDistanceFilterClose,
_ => PlayerManager.lobbyDistanceFilter + 1
};
}
/// <summary>
/// 绘制大厅列表滚动视图
/// </summary>
private static void DrawLobbyListScrollView()
{
ScrollPosition = GUI.BeginScrollView(
new Rect(OffsetX, GetNewYPosition(), 525f, 405f),
ScrollPosition,
new Rect(0f, 0f, 505f, PlayerManager.lobbyDataList.Count * 50f)
);
for (int i = 0; i < PlayerManager.lobbyDataList.Count; i++)
{
CSteamID lobbyId = PlayerManager.lobbyDataList[i];
if (GUI.Button(
new Rect(OffsetX, LineHeight * i, 500f, 40f),
$"{lobbyId} 人数{SteamMatchmaking.GetNumLobbyMembers(lobbyId)}",
CommonButtonStyle
))
{
PlayerManager.JoinSpecificServer(lobbyId);
}
}
GUI.EndScrollView();
}
#endregion
#region
/// <summary>
/// 绘制大厅信息GUI
/// </summary>
public static void DrawLobbyInfoGUI()
{
InitializeLayout();
InitializeStyles();
if (PlayerManager.MatchmakingHandler.IsInsideLobby)
{
DrawCurrentLobbyInfo();
}
else
{
GUI.Label(
new Rect(OffsetX, GetNewYPosition(), 500f, 40f),
"当前不在大厅中",
TitleStyle
);
DrawLobbySearchInfo();
}
}
#endregion
}

108
Plugin.cs
View File

@@ -7,6 +7,8 @@ using Steamworks;
using HarmonyLib; using HarmonyLib;
using System.Data; using System.Data;
using System.Reflection; using System.Reflection;
using stick.plugins.playermanager.Recorder;
using stick.plugins.playermanager.Gui;
namespace stick.plugins.playermanager; namespace stick.plugins.playermanager;
@@ -23,12 +25,37 @@ public class PlayerManager : BaseUnityPlugin
/// <summary> /// <summary>
/// 是否屏蔽来自其他玩家的踢出请求 /// 是否屏蔽来自其他玩家的踢出请求
/// </summary> /// </summary>
private static ConfigEntry<bool> _blockKicks; internal static ConfigEntry<bool> _blockKicks;
/// <summary> /// <summary>
/// 大厅信息开关快捷键 /// 大厅信息开关快捷键
/// </summary> /// </summary>
private static ConfigEntry<KeyCode> _lobbyInfoToggleKeyCode; internal static ConfigEntry<KeyCode> _lobbyInfoToggleKeyCode;
/// <summary>
/// 是否显示踢人按钮
/// </summary>
internal static ConfigEntry<bool> ShowKickButton;
/// <summary>
/// 是否显示记录/拉黑按钮
/// </summary>
internal static ConfigEntry<bool> ShowRecordButton;
/// <summary>
/// 是否显示曾用名切换按钮
/// </summary>
internal static ConfigEntry<bool> ShowNameToggleButton;
/// <summary>
/// 是否显示房间类型标签
/// </summary>
internal static ConfigEntry<bool> ShowRoomPublicityLabel;
/// <summary>
/// 是否显示切换公开性按钮
/// </summary>
internal static ConfigEntry<bool> ShowRoomPublicityButton;
#endregion #endregion
@@ -123,6 +150,7 @@ public class PlayerManager : BaseUnityPlugin
{ {
InitializeConfiguration(); InitializeConfiguration();
ApplyPatches(); ApplyPatches();
DefaultWidgets.RegisterAll();
} }
private void Update() private void Update()
@@ -160,6 +188,41 @@ public class PlayerManager : BaseUnityPlugin
KeyCode.F2, KeyCode.F2,
"Lobby信息开关快捷键" "Lobby信息开关快捷键"
); );
ShowKickButton = Config.Bind(
"GUI",
"ShowKickButton",
true,
"是否显示踢人按钮"
);
ShowRecordButton = Config.Bind(
"GUI",
"ShowRecordButton",
true,
"是否显示记录/拉黑按钮"
);
ShowNameToggleButton = Config.Bind(
"GUI",
"ShowNameToggleButton",
true,
"是否显示曾用名切换按钮"
);
ShowRoomPublicityLabel = Config.Bind(
"GUI",
"ShowRoomPublicityLabel",
true,
"是否显示房间类型标签"
);
ShowRoomPublicityButton = Config.Bind(
"GUI",
"ShowRoomPublicityButton",
true,
"是否显示切换公开性按钮"
);
} }
/// <summary> /// <summary>
@@ -203,26 +266,6 @@ public class PlayerManager : BaseUnityPlugin
Debug.Log("大厅信息界面已打开"); Debug.Log("大厅信息界面已打开");
} }
} }
/// <summary>
/// 修改lever朝向
/// </summary>
/// <param name="angle">朝向角度</param>
/// <returns>修改成功返回true</returns>
private static bool SetHostLeverDirection(float angle)
{
if (HostLeverHandler is not null)
{
var rig = HostLeverHandler.lever.GetComponent<Rigidbody>();
if (rig is not null)
{
rig.MoveRotation(Quaternion.Euler(0, angle, 0));
return true;
}
}
return false;
}
#endregion #endregion
#region #region
@@ -254,24 +297,9 @@ public class PlayerManager : BaseUnityPlugin
{ {
if (MultiplayerManager.IsServer) if (MultiplayerManager.IsServer)
{ {
if (IsPublic) var targetType = IsPublic ? ELobbyType.k_ELobbyTypePublic : ELobbyType.k_ELobbyTypeFriendsOnly;
{ MatchmakingHandler.SetNewLobbyType(targetType);
MatchmakingHandler.SetNewLobbyType(ELobbyType.k_ELobbyTypeFriendsOnly); RawChangeLobbyTypeMI.Invoke(MatchmakingHandler, [targetType]);
if (!SetHostLeverDirection(30f))
{
// 如果lever不存在则直接调用原始方法
RawChangeLobbyTypeMI.Invoke(MatchmakingHandler, [ELobbyType.k_ELobbyTypeFriendsOnly]);
}
}
else
{
MatchmakingHandler.SetNewLobbyType(ELobbyType.k_ELobbyTypePublic);
if (!SetHostLeverDirection(-30f))
{
// 如果lever不存在则直接调用原始方法
RawChangeLobbyTypeMI.Invoke(MatchmakingHandler, [ELobbyType.k_ELobbyTypePublic]);
}
}
} }
} }

View File

@@ -1,4 +1,4 @@
namespace stick.plugins.playermanager; namespace stick.plugins.playermanager.Recorder;
/// <summary> /// <summary>
/// 黑名单记录器,用于记录需要屏蔽的玩家 /// 黑名单记录器,用于记录需要屏蔽的玩家

View File

@@ -3,7 +3,7 @@ using System.Text.RegularExpressions;
using Steamworks; using Steamworks;
using UnityEngine; using UnityEngine;
namespace stick.plugins.playermanager; namespace stick.plugins.playermanager.Recorder;
/// <summary> /// <summary>
/// 玩家信息类 /// 玩家信息类

View File

@@ -1,4 +1,4 @@
namespace stick.plugins.playermanager; namespace stick.plugins.playermanager.Recorder;
/// <summary> /// <summary>
/// 玩家记录器,用于记录普通玩家信息 /// 玩家记录器,用于记录普通玩家信息

View File

@@ -4,7 +4,7 @@ using MultiplayerBasicExample;
using Steamworks; using Steamworks;
using UnityEngine; using UnityEngine;
namespace stick.plugins.playermanager; namespace stick.plugins.playermanager.Recorder;
/// <summary> /// <summary>
/// 记录器基类 /// 记录器基类

View File

@@ -4,7 +4,7 @@
<TargetFramework>net35</TargetFramework> <TargetFramework>net35</TargetFramework>
<AssemblyName>stick.plugins.playermanager</AssemblyName> <AssemblyName>stick.plugins.playermanager</AssemblyName>
<Product>PlayerManager</Product> <Product>PlayerManager</Product>
<Version>3.1.1</Version> <Version>4.0.0</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion> <LangVersion>latest</LangVersion>
<RestoreAdditionalProjectSources> <RestoreAdditionalProjectSources>