コード例 #1
0
    // Use this for initialization
    void JoinLobby()
    {
        PUN_NetworkManager nm = GameObject.FindObjectOfType <PUN_NetworkManager>();

        nm.SetPlayerName(_playerName);
        nm.Connect();
    }
コード例 #2
0
 private void Awake()
 {
     if (nm == null)
     {
         nm = this;
         DontDestroyOnLoad(this.gameObject);
         this.gameObject.name = gameObject.name + " Instance";
     }
     else
     {
         Destroy(this.gameObject);
         return;
     }
     PhotonNetwork.AutomaticallySyncScene = _syncScenes; //Automatically load scenes together (make sure everyone is always on the same scene)
 }
コード例 #3
0
 private static void M_NetworkManager()
 {
     if (!FindObjectOfType <PUN_NetworkManager>())
     {
         GameObject _networkManager = new GameObject("NetworkManager");
         _networkManager.AddComponent <PUN_NetworkManager>();
         _networkManager.AddComponent <PUN_LobbyUI>();
         _networkManager.AddComponent <PUN_NetworkManager>()._spawnPoint = _networkManager.transform;
     }
     else
     {
         PUN_NetworkManager _networkManager = FindObjectOfType <PUN_NetworkManager>();
         _networkManager._spawnPoint = _networkManager.gameObject.transform;
     }
 }
コード例 #4
0
    void MakeAndAssignPrefab(GameObject prefab)
    {
        try
        {
            //Create the Prefab
            if (!Directory.Exists("Assets/Resources"))
            {
                //if it doesn't, create it
                Directory.CreateDirectory("Assets/Resources");
            }

            if (AssetDatabase.LoadAssetAtPath("Assets/Resources/" + prefab.name + ".prefab", typeof(GameObject)))
            {
                if (EditorUtility.DisplayDialog("Are you sure?",
                                                "The prefab already exists. Do you want to overwrite it?",
                                                "Yes",
                                                "No"))
                //If the user presses the yes button, create the Prefab
                {
                    CreatePrefab(prefab, "Assets/Resources/" + prefab.name + ".prefab");
                }
                //If the name doesn't exist, create the new Prefab
                else
                {
                    Debug.Log("The prefab for this gameobject \"" + prefab.name + "\" was not made. Make one manually and assign that prefab to the \"_playerPrefab\" on the NetworkManager gameobject.");
                }
            }
            else
            {
                CreatePrefab(prefab, "Assets/Resources/" + prefab.name + ".prefab");
            }
            //Application.dataPath
            M_NetworkManager();
            PUN_NetworkManager nm = FindObjectOfType <PUN_NetworkManager>();
            nm._playerPrefab = (GameObject)Resources.Load(prefab.name);
        }
        catch (Exception e)
        {
            Debug.Log("An error occured. Make sure the prefab was made and that prefab gets assigned to the \"NetworkManager\"");
            Debug.LogError(e);
        }
    }
コード例 #5
0
 public void Start()
 {
     nm = FindObjectOfType <PUN_NetworkManager>();
 }