public void Z_QuickMatch() { multiMode = MultiMode.QuickMatch; // we check if we are connected or not, we join if we are , else we initiate the connection to the server. if (PhotonNetwork.IsConnected) { LogFeedback("Joining Room...", "Blue"); // #Critical we need at this point to attempt joining a Random Room. If it fails, we'll get notified in OnJoinRandomFailed() and we'll create one. PhotonNetwork.JoinRandomRoom(); } else { LogFeedback("Connecting...", "Blue"); // #Critical, we must first and foremost connect to Photon Online Server. PhotonNetwork.GameVersion = this.gameVersion; PhotonNetwork.ConnectUsingSettings(); } }
void Awake() { mcc = new MultiCamControls[cam.Length]; for (int i = 0; i < cam.Length; i++) { cam[i].fieldOfView = fov; cam[i].nearClipPlane = nearClip; cam[i].farClipPlane = farClip; mcc[i] = cam[i].GetComponent <MultiCamControls>(); mcc[i].screenWidth = screenWidth; mcc[i].screenHeight = screenHeight; mcc[i].fullscreen = fullscreen; mcc[i].step = step; } if (renderCam != null) { mmode = MultiMode.CAM_TO_TEX; } }
public void Z_OpenJoinRoom() { multiMode = MultiMode.JoinRoom; gameJoinRoom.SetActive(true); }