public void toPlayScene() { if (MenuSceneScript.myPlayerSetting == PlayerSetting.MyOnline) { SceneManager.LoadScene("ConnectPhotonRoomScene"); } else { MenuSceneScript.ChangeToPlayScene(MenuSceneScript.myPlayerSetting, MenuSceneScript.oppPlayerSetting); } }
public override void OnPlayerEnteredRoom(Player newPlayer) { Debug.Log("OnPlayerEnteredRoom() called by PUN. Now a new client entered this room."); //部屋に一人のときは待機,二人揃ったらPlaySceneへ遷移 if (PhotonNetwork.CurrentRoom.PlayerCount == 1) { progressLabel.GetComponent <Text>().text = "Waiting for Player..."; } else if (PhotonNetwork.CurrentRoom.PlayerCount == 2) { MenuSceneScript.ChangeToPlayScene(PlayerSetting.MyOnline, PlayerSetting.MyOnline); } }
public override void OnJoinedRoom() { Debug.Log("OnJoinedRoom() called by PUN. Now this client is in a room."); // 先行後攻を決める.ランダムに決めたい if (PhotonNetwork.CurrentRoom.PlayerCount == 1) { PiecesManager.oppFirst = false; } else if (PhotonNetwork.CurrentRoom.PlayerCount == 2) { PiecesManager.oppFirst = true; } //部屋に一人のときは待機,二人揃ったらPlaySceneへ遷移 if (PhotonNetwork.CurrentRoom.PlayerCount == 1) { progressLabel.GetComponent <Text>().text = "Waiting for Player..."; } else if (PhotonNetwork.CurrentRoom.PlayerCount == 2) { MenuSceneScript.ChangeToPlayScene(PlayerSetting.MyOnline, PlayerSetting.MyOnline); } }