public void DelayCancel() { // public function paired to cancel button in waiting room scene chatHandler.DisconnectFromChat(); Destroy(infoObject.gameObject); Destroy(chatController.gameObject); Destroy(chatHandler.gameObject); Destroy(logHandler.gameObject); PhotonNetwork.LeaveRoom(true); SceneManager.LoadScene(menuSceneIndex); }
private void Update() { // if the player presses the tab and Q key, then we will be brought back to the main menu scene // only gets called if player is playing online, not if testing via scene if (Input.GetKey("tab") && Input.GetKeyDown("q") || Input.GetKey("q") && Input.GetKeyDown("tab")) { if (PhotonNetwork.IsConnected && PhotonNetwork.InRoom) { chatHandler.DisconnectFromChat(); Destroy(infoObject.gameObject); Destroy(chatHandler.gameObject); Destroy(timerController.gameObject); Destroy(gameData.gameObject); Destroy(logHandler.gameObject); SceneManager.LoadScene(0); PhotonNetwork.LeaveRoom(true); Debug.Log("Leaving the photon room"); } } // this is for making the player zoom in and out of the map, so that they can view their map or the full screen // if it's in full screen though then they can't move around, that is handled in each character's script though if (Input.GetKey("tab") && Input.GetKeyDown("m") || Input.GetKey("m") && Input.GetKeyDown("tab")) { if (isInPlayerMap) { // if not online then photonView.IsMine will fail but the second will work, the second is meant for testing purposes if (photonView.IsMine || !PhotonNetwork.IsConnected) { this.GetComponentInChildren <Camera>().enabled = false; } isInPlayerMap = false; } else { if (photonView.IsMine || !PhotonNetwork.IsConnected) { this.GetComponentInChildren <Camera>().enabled = true; } isInPlayerMap = true; } } }