public void Initialize(WaitingRoomUI _WaitingRoomUI) { if (PhotonNetwork.IsMasterClient) { m_StartButton.SetActive(true); m_ReadyButton.SetActive(false); m_CancelButton.SetActive(false); } else { m_StartButton.SetActive(false); m_ReadyButton.SetActive(true); m_CancelButton.SetActive(false); } m_WaitingRoomUI = _WaitingRoomUI; Room room = PhotonNetwork.CurrentRoom; m_RoomNameText.text = room.Name; m_SceneName = NetworkManager.Instance.RoomController.GetRoomPropertie <string>(WaitingRoomUI.m_SceneNameKey); m_GameName = NetworkManager.Instance.RoomController.GetRoomPropertie <string>(WaitingRoomUI.m_GameNameKey); m_GameNameText.text = m_GameName; NetworkManager.Instance.RoomController.SetLocalPlayerProperties(WaitingRoomSlot.m_CharacterID, InventoryManager.Instance.GetPlayerModelName()); NetworkManager.Instance.RoomController.SetLocalPlayerProperties(WaitingRoomSlot.m_ReadyKey, false); WaitingRoomUpdateQuery(); }
//public bool canCreateRoom = true; //public bool checkFind = false; void Awake() { if (Instance != null && Instance != this) { // If that is the case, we destroy other instances Destroy(gameObject); } // Here we save our singleton instance Instance = this; }