Example #1
0
 private void UpdateUiBasedOnVoiceState(Photon.Realtime.ClientState voiceClientState)
 {
     this.voiceState.text = string.Format("PhotonVoice: {0}", voiceClientState);
     if (voiceClientState == Photon.Realtime.ClientState.Joined)
     {
         voiceState.gameObject.SetActive(false);
     }
 }
Example #2
0
 // Update is called once per frame
 void Update()
 {
     Photon.Realtime.ClientState status = PhotonNetwork.NetworkClientState;
     if (status == Photon.Realtime.ClientState.Joined)
     {
         GetComponent <TMPro.TMP_Text>().text = "Waiting for players";
     }
     else
     {
         GetComponent <TMPro.TMP_Text>().text = status.ToString();
     }
 }
        private void UpdateUiBasedOnVoiceState(Photon.Realtime.ClientState voiceClientState)
        {
            this.voiceState.text = string.Format("PhotonVoice: {0}", voiceClientState);
            switch (voiceClientState)
            {
            case Photon.Realtime.ClientState.Joined:
                this.voiceSwitch.interactable = true;
                this.inGameSettings.SetActive(true);
                this.voiceSwitchText.text = "Voice Disconnect";
                this.InitToggles(this.inGameSettings.GetComponentsInChildren <Toggle>());
                if (this.recorder != null)
                {
                    this.calibrateButton.interactable = !this.recorder.VoiceDetectorCalibrating;
                    this.calibrateText.text           = this.recorder.VoiceDetectorCalibrating ? "Calibrating" : string.Format("Calibrate ({0}s)", this.calibrationMilliSeconds / 1000);
                }
                else
                {
                    this.calibrateButton.interactable = false;
                    this.calibrateText.text           = "Unavailable";
                }
                break;

            case Photon.Realtime.ClientState.PeerCreated:
            case Photon.Realtime.ClientState.Disconnected:
                if (PhotonNetwork.InRoom)
                {
                    this.voiceSwitch.interactable = true;
                    this.voiceSwitchText.text     = "Voice Connect";
                    this.voiceDebugText.text      = String.Empty;
                }
                else
                {
                    this.voiceSwitch.interactable = false;
                    this.voiceSwitchText.text     = "Voice N/A";
                    this.voiceDebugText.text      = String.Empty;
                }
                this.calibrateButton.interactable = false;
                this.voiceSwitchText.text         = "Voice Connect";
                this.calibrateText.text           = "Unavailable";
                this.inGameSettings.SetActive(false);
                break;

            default:
                this.voiceSwitch.interactable = false;
                this.voiceSwitchText.text     = "Voice busy";
                break;
            }
        }
Example #4
0
        private void PunClientStateChanged(Photon.Realtime.ClientState fromState, Photon.Realtime.ClientState toState)
        {
            switch (toState)
            {
            case Photon.Realtime.ClientState.PeerCreated:
            case Photon.Realtime.ClientState.Disconnected:
                break;

            case Photon.Realtime.ClientState.Joined:
                break;

            default:
                break;
            }
            this.UpdateUiBasedOnVoiceState(this.punVoiceNetwork.ClientState);
        }
 private void Update()
 {
     if (lastState != PhotonNetwork.NetworkClientState)
     {
         lastState = PhotonNetwork.NetworkClientState;
         if (stateVariable != null)
         {
             if (stateVariable.variableType == VariableProperty.GetVarType.LocalVariable)
             {
                 stateVariable.local.Set(lastState.ToString(), gameObject);
             }
             else
             {
                 stateVariable.global.Set(lastState.ToString(), gameObject);
             }
             //variable.ToStringValue(gameObject)
             //Variable var = vars.Get(localVariableName);
             //if(var != null) var.Set(Variable.DataType.String, lastState.ToString());
         }
         ExecuteTrigger(gameObject);
     }
 }
        private void PunClientStateChanged(Photon.Realtime.ClientState fromState, Photon.Realtime.ClientState toState)
        {
            this.punState.text = string.Format("PUN: {0}", toState);
            switch (toState)
            {
            case Photon.Realtime.ClientState.PeerCreated:
            case Photon.Realtime.ClientState.Disconnected:
                this.punSwitch.interactable = true;
                this.punSwitchText.text     = "PUN Connect";
                break;

            case Photon.Realtime.ClientState.Joined:
                this.punSwitch.interactable = true;
                this.punSwitchText.text     = "PUN Disconnect";
                break;

            default:
                this.punSwitch.interactable = false;
                this.punSwitchText.text     = "PUN busy";
                break;
            }
            this.UpdateUiBasedOnVoiceState(this.punVoiceNetwork.ClientState);
        }
Example #7
0
        private void UpdateUiBasedOnVoiceState(Photon.Realtime.ClientState voiceClientState)
        {
            switch (voiceClientState)
            {
            case Photon.Realtime.ClientState.Joined:
                LevelUIManager.Instance.OpenChoseTeamMenu();
                break;

            case Photon.Realtime.ClientState.PeerCreated:

            case Photon.Realtime.ClientState.Disconnected:
                if (PhotonNetwork.InRoom)
                {
                }
                else
                {
                }
                break;

            default:
                break;
            }
        }
Example #8
0
 private void VoiceClientStateChanged(Photon.Realtime.ClientState fromState, Photon.Realtime.ClientState toState)
 {
     this.UpdateUiBasedOnVoiceState(toState);
 }
Example #9
0
        /// <summary>
        /// Callback method. Called whenever the state of the voice client changes. This is used to set
        /// the `connectionStatus` status variable.
        /// </summary>
        /// <param name="fromState">Photon.Realtime.ClientState type, the state you were in</param>
        /// <param name="toState">Photon.Realtime.ClientState type, the state your now in</param>
        protected virtual void VoiceClientStateChanged(Photon.Realtime.ClientState fromState, Photon.Realtime.ClientState toState)
        {
            switch (toState)
            {
            case Photon.Realtime.ClientState.Authenticating:
                connectionStatus = "Authenticating with master server...";
                break;

            case Photon.Realtime.ClientState.Authenticated:
                connectionStatus = "Successfully authenticated with master server.";
                break;

            case Photon.Realtime.ClientState.ConnectedToGameServer:
                connectionStatus = "Connected to game server.";
                break;

            case Photon.Realtime.ClientState.ConnectedToMasterServer:
                connectionStatus = "Connected to master server.";
                foreach (vThirdPersonController controller in FindObjectsOfType <vThirdPersonController>())
                {
                    if (controller.GetComponent <PhotonView>().IsMine)
                    {
                        if (controller)
                        {
                            SetSpeakerPrefab(controller.gameObject);
                        }
                        else if (GetComponent <Speaker>())
                        {
                            SetSpeakerPrefab(gameObject);
                        }
                        break;
                    }
                }
                OnConnectedToServer.Invoke();
                break;

            case Photon.Realtime.ClientState.ConnectedToNameServer:
                connectionStatus = "Connected to name server.";
                break;

            case Photon.Realtime.ClientState.Disconnected:
                connectionStatus = "Disconnected.";
                connectedToRoom  = false;
                OnDisconnect.Invoke();
                break;

            case Photon.Realtime.ClientState.Disconnecting:
                connectionStatus = "Disconnecting...";
                break;

            case Photon.Realtime.ClientState.DisconnectingFromGameServer:
                connectionStatus = "Disconnecting from game server...";
                break;

            case Photon.Realtime.ClientState.DisconnectingFromMasterServer:
                connectionStatus = "Disconnecting from master server...";
                break;

            case Photon.Realtime.ClientState.Joined:
                connectionStatus = "Successfully joined a room.";
                connectedToRoom  = true;
                OnJoinRoom.Invoke();
                break;

            case Photon.Realtime.ClientState.JoinedLobby:
                connectionStatus = "Succesffully joined the lobby.";
                break;

            case Photon.Realtime.ClientState.Joining:
                connectionStatus = "Joining room...";
                break;

            case Photon.Realtime.ClientState.JoiningLobby:
                connectionStatus = "Joining lobby...";
                break;

            case Photon.Realtime.ClientState.Leaving:
                connectionStatus = "Leaving room...";
                connectedToRoom  = false;
                break;

            case Photon.Realtime.ClientState.PeerCreated:
                connectionStatus = "Peer created.";
                break;
            }
            if (debugging == true)
            {
                Debug.Log(connectionStatus);
            }
        }