public override void OnReceivedRoomListUpdate ( ) { roomsList = PhotonNetwork.GetRoomList ( ); Debug.Log ( "Added Room" ); if ( roomsList != null ) { for ( int i = 0 ; i < roomsList.Length ; i++ ) { Debug.Log ( roomsList [ i ].Name ); if ( !PhotonNetwork.isMasterClient ) { GameObject roomObj = Instantiate ( roomPrefab, GameObject.Find ( "Content" ).transform ); RoomPrefabScript roomData = roomObj.GetComponent<RoomPrefabScript> ( ); roomData.SetRoomName ( roomsList [ i ].Name ); roomData.SetMaxPlayer ( roomsList [ i ].MaxPlayers ); roomPrefabs.Add ( roomObj ); } else { GameObject roomObj = PhotonNetwork.Instantiate ( "RoomInfo", GameObject.Find ( "Content" ).transform.position, Quaternion.identity, 0 ); RoomPrefabScript roomData = roomObj.GetComponent<RoomPrefabScript> ( ); roomData.SetRoomName ( roomsList [ i ].Name ); roomData.SetMaxPlayer ( roomsList [ i ].MaxPlayers ); roomPrefabs.Add ( roomObj ); } } } }
public void CreateRoomListObject(string roomName, int players) { Debug.Log("Instantiated object to roomlist"); GameObject roomObject = Instantiate(_roomObject, transform) as GameObject; _roomData = roomObject.GetComponent <RoomPrefabScript> ( ); _roomData.SetRoomName(roomName); _roomData.SetMaxPlayer(players); RoomOptions roomOptions = new RoomOptions( ); roomOptions.MaxPlayers = ( byte )players; PhotonNetwork.CreateRoom(roomName, roomOptions, TypedLobby.Default); }
/// <summary> /// Refresh roomlist by clicking refresh button /// </summary> public void RefreshRoomList() { if (roomPrefabs.Count >0) { for ( int i = 0 ; i < roomPrefabs.Count ; i++ ) { Destroy ( roomPrefabs [ i ] ); } roomPrefabs.Clear ( ); } if ( roomsList != null ) { for ( int i = 0 ; i < roomsList.Length ; i++ ) { Debug.Log ( roomsList [ i ].Name ); if ( !PhotonNetwork.isMasterClient ) { GameObject roomObj = Instantiate ( roomPrefab, GameObject.Find ( "Content" ).transform ); RoomPrefabScript roomData = roomObj.GetComponent<RoomPrefabScript> ( ); roomData.SetRoomName ( roomsList [ i ].Name ); roomData.SetMaxPlayer ( roomsList [ i ].MaxPlayers ); roomPrefabs.Add ( roomObj ); } else { GameObject roomObj = PhotonNetwork.Instantiate ( "RoomInfo", GameObject.Find ( "Content" ).transform.position, Quaternion.identity, 0 ); RoomPrefabScript roomData = roomObj.GetComponent<RoomPrefabScript> ( ); roomData.SetRoomName ( roomsList [ i ].Name ); roomData.SetMaxPlayer ( roomsList [ i ].MaxPlayers ); roomPrefabs.Add ( roomObj ); } } } }