Esempio n. 1
0
        public override void OnJoinRoomFailed(short returnCode, string message)
        {
            base.OnJoinRoomFailed(returnCode, message);
            LobbyUI lobbyUI = (LobbyUI)UI;

            lobbyUI.SetConnectButtonInteractability(true);
            lobbyUI.SetCreateRoomToggleActiveState(true);
            connectingToRoom = false;
            Debug.LogError($"Joining room failed with message: {message}");
        }
Esempio n. 2
0
        /// <summary>
        /// should be called when connect to room button is clicked
        /// </summary>
        private void OnConnectToRoom()
        {
            LobbyUI lobbyUI = (LobbyUI)UI;

            //connect only if we can actually connect to the room
            if (lobbyUI.ConnectDestination() == "Room" && !connectingToRoom && PhotonNetwork.IsConnectedAndReady)
            {
                SetConnectingToRoom();
                lobbyUI.SetConnectButtonInteractability(false);
            }
        }
Esempio n. 3
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        public override void OnConnectedToMaster()
        {
            base.OnConnectedToMaster();

            //if we where connecting to master we set up values and ui accordingly
            if (connectingToMaster)
            {
                SetConnectedToMaster();
                LobbyUI lobbyUI = (LobbyUI)UI;
                lobbyUI.UpdateConnectStatus(true);
                lobbyUI.UpdateConnectColor(true);
                lobbyUI.SetConnectButtonInteractability(true);
                lobbyUI.SetCreateRoomToggleActiveState(true);
            }
        }
Esempio n. 4
0
        public override void OnDisconnected(DisconnectCause cause)
        {
            base.OnDisconnected(cause);
            //try reattaching the UI for when we where inside another scene
            AttachUI(MultiplayerRacerScenes.LOBBY);
            //update lobby ui after having tried reattaching it
            LobbyUI lobbyUI = (LobbyUI)UI;

            lobbyUI.UpdateConnectStatus(false);
            lobbyUI.UpdateConnectColor(false);
            lobbyUI.ResetPlayerInfo();
            lobbyUI.SetConnectButtonInteractability(true);
            Application.quitting -= OnQuitEvent;

            print(cause);
        }