/// <summary> /// Joins a running multiplayer room. /// </summary> /// <param name="roomId">The ID of the room you wish to join.</param> /// <param name="joinData">Data to send to the room with additional information about the join.</param> public Connection JoinRoom(string roomId, Dictionary <string, string> joinData = null) { var joinRoomArg = new JoinRoomArgs { RoomId = roomId, JoinData = Converter.Convert(joinData), IsDevRoom = DevelopmentServer != null }; var joinRoomOutput = _channel.Request <JoinRoomArgs, JoinRoomOutput, PlayerIOError>(24, joinRoomArg); var serverEndpoint = DevelopmentServer ?? Converter.Convert(joinRoomOutput.Endpoints[0]); return(new Connection(serverEndpoint, joinRoomOutput.JoinKey)); }
private void JoinRoomHandler(object sender, JoinRoomArgs joinRoomArgs) { //NetworkManager.Instance.JoinRoom(joinRoomArgs.Guid, joinRoomArgs.Password); StartCoroutine(JoinRoomWait()); }