UnityGame/Library/PackageCache/com.unity.multiplayer.center/Common/IOnboardingSection.cs
2024-10-27 10:53:47 +03:00

219 lines
7.9 KiB
C#

using System;
using System.Reflection;
using Unity.Multiplayer.Center.Common.Analytics;
using UnityEngine.UIElements;
namespace Unity.Multiplayer.Center.Common
{
/// <summary>
/// Onboarding section metadata to be picked up by the multiplayer center.
/// This can only be used once per type. If you wish to make the same section appear in multiple categories/conditions,
/// please create two types inheriting from the same base class.
/// </summary>
[AttributeUsage(AttributeTargets.All, Inherited = false, AllowMultiple = false)]
public sealed class OnboardingSectionAttribute : Attribute
{
/// <summary>
/// The UI category the section will fall into.
/// </summary>
public OnboardingSectionCategory Category { get; }
/// <summary>
/// The id of that section (defines uniqueness and whether priority should be used)
/// </summary>
public readonly string Id;
/// <summary>
/// Optional: condition to display the section. By default, if the type exists in the project, the section is shown.
/// </summary>
public DisplayCondition DisplayCondition { get; set; }
/// <summary>
/// Optional: dependency on a certain hosting model choice.
/// </summary>
public SelectedSolutionsData.HostingModel HostingModelDependency { get; set; }
/// <summary>
/// Optional: dependency on a certain netcode choice.
/// </summary>
public SelectedSolutionsData.NetcodeSolution NetcodeDependency { get; set; }
/// <summary>
/// Optional: priority in case several onboarding sections are defined for the same package/id.
/// Use-case: new version of a package needs a different onboarding and overrides what we ship with the Multiplayer Center.
/// </summary>
public int Priority { get; set; }
/// <summary>
/// Optional: this is the order in which the sections will be displayed in the UI within the section.
/// (the higher the Order value, the further down)
/// </summary>
public int Order { get; set; }
/// <summary>
/// Optional: the package identifier that this section is related to, e.g. "com.unity.transport".
/// </summary>
public string TargetPackageId { get; set; }
/// <summary>
/// Creates a new instance of the attribute.
/// </summary>
/// <param name="category">The section category.</param>
/// <param name="id">The identifier.</param>
public OnboardingSectionAttribute(OnboardingSectionCategory category, string id)
{
Category = category;
Id = id;
}
}
/// <summary>
/// The UI category the section will fall into.
/// </summary>
public enum OnboardingSectionCategory
{
/// <summary>
/// Comes at the top and should cover overarching topics for beginners
/// </summary>
Intro,
/// <summary>
/// Section about the fundamentals of gameplay synchronization implementation and debugging.
/// This includes netcode and tools related to netcode, as well as alternative solutions.
/// </summary>
Netcode,
/// <summary>
/// Section gathering information about connecting players together, such as lobbies, voice chat, matchmaking
/// and widgets.
/// </summary>
ConnectingPlayers,
/// <summary>
/// Section gathering information about deploying, running and optimizing a game server.
/// </summary>
ServerInfrastructure,
/// <summary>
/// Something else.
/// </summary>
Other,
/// <summary>
/// LiveOps sections which are meant to be used after some development happened on the game.
/// </summary>
LiveOps
}
/// <summary>
/// A condition for a section to be displayed.
/// </summary>
public enum DisplayCondition
{
/// <summary>
/// As long as the type exists in the project, the section is shown.
/// Exception: a section with a higher priority is defined for the same id.
/// </summary>
None,
/// <summary>
/// A target package is defined in TargetPackageId and the package is installed
/// If multiple types share the same id, the one with the highest priority is shown.
/// </summary>
PackageInstalled,
/// <summary>
/// Shown if no multiplayer package is installed (e.g. for the first time user that has not installed anything)
/// Check SectionsFinder.k_TargetPackages to see which packages are checked
/// </summary>
NoPackageInstalled
}
/// <summary>
/// Defines if a section depends on a certain hosting model.
/// </summary>
public enum InfrastructureDependency
{
/// <summary>
/// No dependency, the section is shown if all other conditions are also met.
/// </summary>
None,
/// <summary>
/// Only available when the user has selected a client hosted infrastructure.
/// </summary>
ClientHosted,
/// <summary>
/// Only available when the user has selected a dedicated server infrastructure.
/// </summary>
DedicatedServer,
/// <summary>
/// Only available when the user has selected Cloud Code as their hosting model.
/// </summary>
CloudCode
}
/// <summary>
/// A view for a single onboarding section. Classes implementing this interface should be marked with the
/// <see cref="OnboardingSectionAttribute"/>.
/// </summary>
public interface IOnboardingSection
{
/// <summary>
/// The visual element that will be added to the onboarding window.
/// After Load is called, it should never be null.
/// </summary>
public VisualElement Root { get; }
/// <summary>
/// Makes the section ready to be displayed.
/// May be called several times in a row.
/// </summary>
public void Load();
/// <summary>
/// Frees anything that needs to be.
/// </summary>
public void Unload();
}
/// <summary>
/// For sections that depend on what the user selected in either the game specs or the solution selection.
/// </summary>
public interface ISectionDependingOnUserChoices : IOnboardingSection
{
/// <summary>
/// Receives the answer data and handles it. This is called after Load.
/// </summary>
/// <param name="answerData">The latest value of answerData</param>
public void HandleAnswerData(AnswerData answerData) { }
/// <summary>
/// Receives the user selection data and handles it. This is called after Load.
/// </summary>
/// <param name="selectedSolutionsData">The latest value of the selection</param>
public void HandleUserSelectionData(SelectedSolutionsData selectedSolutionsData) { }
/// <summary>
/// Receives the preset data and handles it. This is called after Load.
/// </summary>
/// <param name="preset">The latest preset value</param>
public void HandlePreset(Preset preset) { }
}
/// <summary>
/// Implement this interface to have access to the Multiplayer Center analytics provider.
/// Use the analytics provider to log events when the user interacts with the section.
/// </summary>
public interface ISectionWithAnalytics
{
/// <summary>
/// This will be set before the load function is called.
/// The implementor can then use the Analytics provider to send events to the analytics backend.
/// </summary>
public IOnboardingSectionAnalyticsProvider AnalyticsProvider { get; set; }
}
}