// Update is called once per frame void Update() { Photon.Realtime.ClientState status = PhotonNetwork.NetworkClientState; if (status == Photon.Realtime.ClientState.Joined) { GetComponent <TMPro.TMP_Text>().text = "Waiting for players"; } else { GetComponent <TMPro.TMP_Text>().text = status.ToString(); } }
private void Update() { if (lastState != PhotonNetwork.NetworkClientState) { lastState = PhotonNetwork.NetworkClientState; if (stateVariable != null) { if (stateVariable.variableType == VariableProperty.GetVarType.LocalVariable) { stateVariable.local.Set(lastState.ToString(), gameObject); } else { stateVariable.global.Set(lastState.ToString(), gameObject); } //variable.ToStringValue(gameObject) //Variable var = vars.Get(localVariableName); //if(var != null) var.Set(Variable.DataType.String, lastState.ToString()); } ExecuteTrigger(gameObject); } }