public override void OnJoinedRoom() { CurrentState = GameConnectState.Joined; _gameManager.CreatePlayer(); _gameManager.Connected(); Debug.Log("Joined room!"); }
public override void OnConnectedToMaster() { Debug.Log("Connected!"); CurrentState = GameConnectState.Connected; Debug.Log("room name:" + roomName); PhotonNetwork.JoinOrCreateRoom(roomName, roomOptions, typedLobby); }
// Start the connection process. // - If already connected, we attempt joining a random room. // - If not yet connected, Connect this application instance to Photon Cloud Network public void Connect() { CurrentState = GameConnectState.Disconnected; RoomOptions roomOptions = new RoomOptions(); roomOptions.MaxPlayers = 2; TypedLobby typedLobby = new TypedLobby(); typedLobby.Type = LobbyType.Default; if (PhotonNetwork.IsConnected) { //PhotonNetwork.JoinRandomRoom(); Debug.Log("room name:" + roomName); PhotonNetwork.JoinOrCreateRoom(roomName, roomOptions, typedLobby); } else { PhotonNetwork.GameVersion = _gameVersion; PhotonNetwork.ConnectUsingSettings(); } }