void HandleLeaveRoom(bool okay, SWLobbyError error)
    {
        if (!okay)
        {
            Debug.LogError(error);
        }

        Debug.Log("Left room");
        SceneManager.LoadScene("lobbyScene");
    }
Beispiel #2
0
    /// <summary>
    /// Callback method for NetworkClient.Lobby.JoinOrCreateRoom().
    /// </summary>
    /// <param name="successful">If set to <c>true</c> <paramref name="successful"/>, the player has joined or created a room.</param>
    /// <param name="reply">Reply.</param>
    /// <param name="error">Error.</param>
    void HandleJoinOrCreatedRoom(bool successful, SWJoinRoomReply reply, SWLobbyError error)
    {
        if (successful)
        {
            Debug.Log("Joined or created room " + reply);

            // the player has joined a room which has already started.
            if (reply.started)
            {
                ConnectToRoom();
            }
            else if (NetworkClient.Lobby.IsOwner)
            {
                // the player did not find a room to join
                // the player created a new room and became the room owner.
                StartRoom();
            }
        }
        else
        {
            Debug.Log("Failed to join or create room " + error);
        }
    }