コード例 #1
0
        private void OnStateChanged(ClientState state)
        {
            UnityEngine.Debug.Log("State: " + state);
            switch (state)
            {
            case ClientState.Disconnected:
                PhotonServer.CallConnect();
                break;

            case ClientState.PeerCreated:
                break;

            case ClientState.Authenticating:
                _sceneDescription.UI.MenuUI.gameObject.SetActive(false);
                break;

            case ClientState.Authenticated:
                break;

            case ClientState.JoinedLobby:
                //PhotonServer.ConnectToRandomRoom();
                break;

            case ClientState.DisconnectingFromMasterserver:
                break;

            case ClientState.ConnectingToGameserver:
                break;

            case ClientState.ConnectedToGameserver:
                break;

            case ClientState.Joining:
                break;

            case ClientState.Joined:
                break;

            case ClientState.Leaving:
                break;

            case ClientState.DisconnectingFromGameserver:
                break;

            case ClientState.ConnectingToMasterserver:
                break;

            case ClientState.Disconnecting:
                break;

            case ClientState.ConnectedToMasterserver:
                PhotonServer.ConnectToRandomRoom();
                break;

            case ClientState.ConnectingToNameServer:
                break;

            case ClientState.ConnectedToNameServer:

                break;

            case ClientState.DisconnectingFromNameServer:
                break;
            }
        }