var skin : GUISkin;
var showChat = false;
private var inputField = "";
private var display = true;
private var entries = ArrayList();
private var scrollPosition : Vector2;
var userName : String ;
var chatobject : Transform;
private var window = Rect(50, 100, 200, 300);
class ChatEntry
{
var sender = "";
var text = "";
var mine = true;
}
function Update () {
var go = GameObject.Find("Network");
userName = go.GetComponent("NetworkConnection").playerName;
}
function CloseChatWindow ()
{
showChat = false;
inputField = "";
entries = new ArrayList();
}
function FocusControl ()
{
// We can't select it immediately because the control might not have been drawn yet.
// Thus it is not known to the system!
yield;
yield;
yield;
GUI.FocusControl("Chat input field");
}
function OnGUI ()
{
GUI.skin = skin;
//if (GUILayout.Button(showChat ? "Hide Chat" : "Display Chat"))
if (GUI.Button(new Rect(Screen.width-100, Screen.height-30, 90, 20), showChat ? "Hide Chat" : "Display Chat"))
{
// Focus first element
if (showChat)
{
CloseChatWindow ();
}
else
{
showChat = true;
FocusControl();
}
}
if (showChat)
window = GUI.Window (1, window, GlobalChatWindow, "Chat");
}
function GlobalChatWindow (id : int) {
var closeButtonStyle = GUI.skin.GetStyle("close_button");
if (GUI.Button(Rect (4, 4, closeButtonStyle.normal.background.width, closeButtonStyle.normal.background.height), "", "close_button"))
{
CloseChatWindow();
}
// Begin a scroll view. All rects are calculated automatically -
// it will use up any available screen space and make sure contents flow correctly.
// This is kept small with the last two parameters to force scrollbars to appear.
scrollPosition = GUILayout.BeginScrollView (scrollPosition);
for (var entry : ChatEntry in entries)
{
GUILayout.BeginHorizontal();
if (!entry.mine)
{
GUILayout.FlexibleSpace ();
GUILayout.Label (entry.text, "chat_rightaligned");
}
else
{
GUILayout.Label (entry.text, "chat_leftaligned");
GUILayout.FlexibleSpace ();
}
GUILayout.EndHorizontal();
GUILayout.Space(3);
}
// End the scrollview we began above.
GUILayout.EndScrollView ();
if (Event.current.type == EventType.keyDown && Event.current.character == "\n" && inputField.Length > 0)
{
//@TODO: This should be dependent on who actually sent the message
//var mine = entries.Count % 2 == 0;
ApplyGlobalChatText(userName+": "+""+inputField , 1);
networkView.RPC("ApplyGlobalChatText", RPCMode.Others, userName+": " + inputField , 0);
inputField = "";
}
GUI.SetNextControlName("Chat input field");
inputField = GUILayout.TextField(inputField);
GUI.DragWindow();
}
@RPC
function ApplyGlobalChatText (str : String, mine : int)
{
var entry = new ChatEntry();
entry.sender = "Not implemented";
entry.text = str;
if (mine == 1) entry.mine = true;
else entry.mine = false;
entries.Add(entry);
if (entries.Count > 50)
entries.RemoveAt(0);
scrollPosition.y = 1000000;
}