private void Awake() { if (PhotonNetwork.InRoom) { GetCurrentRoomPlayers(); } else { _console.AddText("Player is not in a room unable to get players."); } }
public override void OnRoomListUpdate(List <RoomInfo> roomList) { _console.AddText("FIRED ROOM LIST" + X); X++; foreach (RoomInfo info in roomList) { if (info.RemovedFromList) { int index = listings.FindIndex(x => x.RoomInfo.Name == info.Name); Debug.Log("Removed room name " + info.Name); if (index != -1) { //Destroy(listings[index]); listings[index].gameObject.SetActive(false); //Clean up the inactive rooms. Destroy(listings[index].gameObject); listings.RemoveAt(index); } } else { RoomListing listing = Instantiate(_roomListingBtn, _content); if (listing != null) { listing.SetRoomInfo(info); } listings.Add(listing); } } }
// Start is called before the first frame update void Start() { _console.AddText("Connecting..."); PhotonNetwork.ConnectUsingSettings(); }
public override void OnCreatedRoom() { _console.AddText("Room Created!..."); //If the room is created we put the owner into the room. PhotonNetwork.LoadLevel("RoomScene"); }