public bool OpCreateRoomWithProperties(string roomName, RoomOptions options, TypedLobby lobby, string startingScene = "lobby") { options.CustomRoomPropertiesForLobby = new[] { PhotonConstants.propScene }; options.CustomRoomProperties = new Hashtable() { { PhotonConstants.propScene, startingScene } }; ClientEntity.CreatePlayerHashtable(); return(OpCreateRoom(roomName, options, lobby)); }
private IEnumerator Start() { ClientEntity.CreatePlayerHashtable(); // initialize Transform t; t = transform.Find("Players"); playerTranformLeft = t.Find("Clients_Left"); playerTransformRight = t.Find("Clients_Right"); playerPrefab = playerTranformLeft.GetChild(0).gameObject; playerPrefab.SetActive(false); playerDictionary = new Dictionary <int, CharacterSelectPortrait>(); // Create buttons based on the existing prefab t = transform.Find("Buttons"); var buttonPrefab = t.GetComponentInChildren <ButtonCS>().gameObject; var buttonTransform = t.Find("Characters"); var characters = CharacterManager.Instance.GetCharacters; var charactersLength = characters.Length; for (var i = 0; i < charactersLength; i++) { var gobject = Instantiate(buttonPrefab, buttonTransform); var comp = gobject.GetComponent <ButtonCS>(); comp.SetCharacter(characters[i], i); } buttonPrefab.SetActive(false); buttonPrefab.transform.parent = null; // wait for mode choice while (ModeSelect.Mode == 0) { yield return(null); } // Online // Create portraits based on who's connected if (ModeSelect.Mode == 2) { var players = NetworkManager.getSortedPlayers; foreach (var p in players) { AddPlayer(p.ID); } } }