/// <summary> /// Tells the server to create a new room, randomly named but with some defult settings (properties). /// </summary> /// <remarks> /// This method shows how to create a room without assigning a name. /// Unless you want to show a list of rooms, this is the best workflow for random matchmaking. /// Showing a list of rooms to make users pick one is not always much more than a random picking, also. /// /// Note the maxPlayers being 0. This means "any number of players". In your game, you would set some value > 0 here. /// </remarks> /// <seealso cref="http://doc.exitgames.com/photon-cloud/MatchmakingAndLobby/#cat-references"/> /// <param name="maptype">Any value of DemoConstants.MapType</param> /// <param name="gridSize"></param> public void CreateParticleDemoRoom(DemoConstants.MapType maptype, int gridSize) { // custom room properties to use when this client creates a room. Note: Not all are listed in the lobby. Hashtable roomPropsForCreation = new Hashtable() { { DemoConstants.MapProp, maptype.ToString() }, { DemoConstants.GridSizeProp, gridSize } }; this.OpCreateRoom(null, true, true, 0, roomPropsForCreation, RoomPropsInLobby); }
/// <summary> /// Tells the server to create a new room, randomly named but with some defult settings (properties). /// </summary> /// <remarks> /// This method shows how to create a room without assigning a name. /// Unless you want to show a list of rooms, this is the best workflow for random matchmaking. /// Showing a list of rooms to make users pick one is not always much more than a random picking, also. /// /// Note the maxPlayers being 0. This means "any number of players". In your game, you would set some value > 0 here. /// </remarks> /// <seealso cref="https://doc.photonengine.com/en/realtime/current/reference/matchmaking-and-lobby"/> /// <param name="maptype">Any value of DemoConstants.MapType</param> /// <param name="gridSize"></param> public void CreateParticleDemoRoom(DemoConstants.MapType maptype, int gridSize) { // custom room properties to use when this client creates a room. Note: Not all are listed in the lobby. Hashtable roomPropsForCreation = new Hashtable() { { DemoConstants.MapProp, maptype.ToString() }, { DemoConstants.GridSizeProp, gridSize } }; this.OpJoinOrCreateRoom("Demo", new RoomOptions() { CustomRoomProperties = roomPropsForCreation, CustomRoomPropertiesForLobby = RoomPropsInLobby }, null); }