public override void OnJoinedRoom() { //Debug.Log("OnJoinedRoom " + PhotonNetwork.CurrentRoom.Name); ismaster = PhotonNetwork.IsMasterClient; //CurrentPlayer.transform.SetParent(Root.transform); Debug.Log("OnJoinedRoom " + PhotonNetwork.NickName + " id=" + PhotonNetwork.LocalPlayer.ActorNumber); PlayerPrefs.SetString("RoomName", PhotonNetwork.CurrentRoom.Name); //updatePlayerInRoom(); //if (PhotonNetwork.CurrentRoom.PlayerCount == 1) //{ // Debug.Log("We load the 'Room for 1' "); // //PhotonNetwork.LoadLevel("PunBasics-Room for 1"); //} UpdateCardsText(); GetallplayerAroundTable(); if (GetRoomCustomProperty("GameState") == "Started") { FillPlayersInRoom(); //Uimanager.instance.GeneratePlayer(); } //else //Uimanager.instance.WaitForStart(); WaittingPanel.GetComponent <Waitforallplayers>().CurrnetPlayerTxt.gameObject.SetActive(true); WaittingPanel.GetComponent <Waitforallplayers>().CurrnetPlayerTxt .text = "Current Player In Room =" + PhotonNetwork.CurrentRoom.PlayerCount; }
public override void OnPlayerEnteredRoom(Photon.Realtime.Player other) { Debug.Log("OnPlayerEnteredRoom() " + other.NickName); // not seen if you're the player connecting WaittingPanel.GetComponent <Waitforallplayers>().CurrnetPlayerTxt .text = "Current Player In Room =" + PhotonNetwork.CurrentRoom.PlayerCount; //updatePlayerInRoom(); UpdateCardsText(); }
public void MulitplayerBtn() { WaittingPanel.ShowPopup(); WaittingPanel.GetComponent <Waitforallplayers>().CurrnetPlayerTxt.gameObject.SetActive(false); Connect(); }