private void Start() { // in case we started this demo with the wrong scene being active, simply load the menu scene if (!PhotonNetwork.IsConnected) { SceneManager.LoadScene("TitleScreen"); return; } currentRoom = PhotonNetwork.CurrentRoom; if (!PhotonNetwork.IsMasterClient) { StartButton.SetActive(false); } else { currentRoom.MaxPlayers = (byte)maxPlayers; } Debug.LogError(PlayerPrefs.GetInt("PlayerType")); localAgent = PhotonNetwork.Instantiate(agentPrefabs[PlayerPrefs.GetInt("PlayerType")].name, lobbyLocations[currentRoom.PlayerCount - 1].position, Quaternion.Euler(0, 180, 0)); Debug.Log(currentRoom.PlayerCount); UpdateLobbyText(); }
private void Update() { // Check if all players are ready to start the game if (inMatchMaking) { Photon.Realtime.Room currentRoom = PhotonNetwork.CurrentRoom; if (currentRoom == null) { return; } mainMenu.matchMakingText.text = "Waiting for players... " + currentRoom.PlayerCount + "/" + MaxPlayer; if (currentRoom.PlayerCount == MaxPlayer && !isInGame) { // All players ready, start the game StartGame(); } } }