public static LoadLevel ( int levelNumber ) : void | ||
levelNumber | int | /// Number of the level to load (make sure it's in the build preferences). /// |
Résultat | void |
private void OnJoinedRoom() { PhotonNetwork.LoadLevel("Sc"); }
public override void OnJoinedRoom() { Debug.Log("PUN BotS/Lobby: OnJoinedRoom() called by PUN. Now this client is in a room."); PhotonNetwork.LoadLevel("Battle Scene"); }
//如果玩家断开与Photon服务器的连接,加载场景GameLobby public override void OnConnectionFail(DisconnectCause cause) { PhotonNetwork.LoadLevel("LobbyScene"); }
private void Start() { PhotonNetwork.LoadLevel(1); }
public void CreateGame() { PhotonNetwork.LoadLevel(1); }
public void LoadLevel() { PhotonNetwork.LoadLevel((int)roomProperties["map"]); }
public void StartGame() { PhotonNetwork.LoadLevel(1); }
public override void OnLeftRoom() { PhotonNetwork.LoadLevel(0); }
// Cuando ha terminado de salir carga el menú principal. public override void OnLeftRoom() { base.OnLeftRoom(); PhotonNetwork.LoadLevel("MainMenu"); }
public void OnClickLeaveMatch() { PhotonNetwork.LeaveRoom(); PhotonNetwork.LoadLevel(1); }
//Multiplayer override public override void OnJoinedRoom() { PhotonNetwork.LoadLevel("OnlineGame"); }
public void button5() { PhotonNetwork.JoinRoom(roomscurrent[4 + (roomlistcount * 5)].Name); PhotonNetwork.LoadLevel(1); Loading.SetActive(true); }
/// <summary> /// Allows the player to join a selected room. /// </summary> public void JoinRoom() { PhotonNetwork.JoinRoom(roomscurrent[gamescount].Name); Loading.SetActive(true); PhotonNetwork.LoadLevel(1); }
// 카운트다운 IEnumerator CountDown() { isPrepare = true; msg.text = "게임이 곧 시작됩니다"; countNum.gameObject.SetActive(false); yield return(new WaitForSeconds(0.5f)); countDown.gameObject.SetActive(true); countDown.text = ((int)time).ToString(); yield return(new WaitForSeconds(1)); while ((true) && (SceneManager.GetActiveScene().name.Equals("Room Scene"))) { countDown.text = ((int)time).ToString(); if (PhotonNetwork.IsMasterClient) { // 1초 time -= Time.deltaTime; while (bossActorNum == -1) { findPlayer(); bossnum = Random.Range(0, PhotonNetwork.PlayerList.Length); // 번호 랜덤 선택 temp = PhotonNetwork.PlayerList[bossnum].CustomProperties; // bossnum 접근 편하게 index에서 ActorNum으로 변경 playerPos[(int)temp["index"]].z -= 1; // 깜박임 방지 PhotonNetwork.Instantiate("BossPrefab", playerPos[(int)temp["index"]], Quaternion.identity, 0); bossActorNum = (int)temp["ActorNum"]; pv.RPC("setBoss", RpcTarget.All, bossActorNum); } cnt = 0; for (int i = 0; i < PhotonNetwork.PlayerList.Length; i++) { temp = PhotonNetwork.PlayerList[i].CustomProperties; if (temp.ContainsKey("Ready")) { if (((string)temp["Ready"]).Equals("Yes")) { cnt++; } } } // 카운트다운 후 게임 씬 이동 if (time < 0) { PhotonNetwork.CurrentRoom.IsOpen = false; PhotonNetwork.CurrentRoom.IsVisible = false; pv.RPC("loadRoomManager", RpcTarget.All); cnt = 0; if (PhotonNetwork.IsMasterClient) { PhotonNetwork.Destroy(GameObject.Find("BossPrefab(Clone)")); playerPos[(int)temp["index"]].z += 1; } PhotonNetwork.LoadLevel("Game Scene"); SceneManager.LoadScene("Game Scene"); yield break; } } // 카운트다운 시작 후 Ready 해제하여 Ready한 플레이어가 3명 미만일 때 실행 if (SceneManager.GetActiveScene().name.Equals("Room Scene") && (cnt < readyCnt)) { isPrepare = false; msg.text = "다른 유저를 대기중입니다"; countNum.text = PhotonNetwork.PlayerList.Length.ToString() + "/5"; bossActorNum = -1; if (PhotonNetwork.IsMasterClient) { PhotonNetwork.Destroy(GameObject.Find("BossPrefab(Clone)")); pv.RPC("setBoss", RpcTarget.All, -1); } pv.RPC("clearCheckBoss", RpcTarget.All); countNum.gameObject.SetActive(true); countDown.gameObject.SetActive(false); yield break; } yield return(null); } }
public override void OnCreatedRoom() { //battleシーンへ遷移 PhotonNetwork.IsMessageQueueRunning = false; PhotonNetwork.LoadLevel(BOARD_SCENE_NAME); }
public override void OnJoinedRoom() { //UnityEngine.Debug.Log("MENU OnJoinedRoom() called by PUN. Now this client is in a room."); PhotonNetwork.LoadLevel("Game"); }
public override void OnJoinedRoom() { PhotonNetwork.LoadLevel(1); }
IEnumerator StopGame() { yield return(new WaitForSeconds(3)); PhotonNetwork.LoadLevel(3); }
private void LoadGameLevel() { PhotonNetwork.LoadLevel("Game"); }
private void LoadLevel(int id) { PhotonNetwork.LoadLevel(id); }
void RPC_LoadGameOthers(string scene) { PhotonNetwork.LoadLevel(scene); }
public void OnCreatedRoom() { Debug.Log("OnCreatedRoom"); PhotonNetwork.LoadLevel(SceneNameGame); }
private void RPC_LoadGameOthers() { PhotonNetwork.LoadLevel(2); }
public override void OnJoinedRoom() { StopAllCoroutines(); PhotonNetwork.LoadLevel("Main Game"); Debug.Log(PhotonNetwork.CurrentRoom.Name); }
public void ResetToMenu() { PhotonNetwork.LeaveRoom(); PhotonNetwork.LoadLevel("MenuTest"); }
public void ToBattleMenu() { PhotonNetwork.LoadLevel("Lobby"); }
private void ObjectGrabbed(object sender, InteractableObjectEventArgs e) { PhotonNetwork.LeaveRoom(); PhotonNetwork.LoadLevel(Lobby.name); }
public void ChangeScene(string sceneName) { PhotonNetwork.LoadLevel(sceneName); }
//离开房间函数 public void LeaveRoom() { //mainCamera.enabled = true; PhotonNetwork.LeaveRoom(); //玩家离开游戏房间 PhotonNetwork.LoadLevel("LobbyScene"); //加载场景GameLobby }
IEnumerator TwoPlayerInRoom() { yield return(new WaitForSeconds(2f)); PhotonNetwork.LoadLevel("Battle"); }