public void OnPeersDisconnected(string[] participantIds) { foreach (string participantID in participantIds) { ShowMPStatus("Player " + participantID + " has left."); } lobbyListener.HideLobby(); lobbyListener = null; }
public void OnRoomConnected(bool success) { if (success) { ShowMPStatus("We are connected to the room! I would probably start our game now."); lobbyListener.HideLobby(); lobbyListener = null; } else { ShowMPStatus("Uh-oh. Encountered some error connecting to the room."); } }
public void OnRoomConnected(bool success) { if (success) { mGameState = GameState.Playing; lobbylisterner.HideLobby(); lobbylisterner = null; SceneManager.LoadScene("MiniGameMenu"); ShowMPStatus("We are connected to the room! Start Game"); } else { ShowMPStatus("Error connecting to room"); mGameState = GameState.SetupFailed; } }
public void OnRoomConnected(bool success) { if (success) { ShowGMStatus("We are connected to the room! I would probably start our game now."); List<Participant> participants = GetAllPlayers(); int max = Int32.MinValue; int hashP; foreach (Participant p in participants) { hashP = Math.Abs(p.ParticipantId.GetHashCode()); if (hashP > max) { max = hashP; } } if(Math.Abs(GetMyParticipantId().GetHashCode()) == max) { Overlord.localPlayer.firstPlayer = true; Overlord.opponent.firstPlayer = false; Overlord.localPlayer.turn = true; } else { Overlord.localPlayer.firstPlayer = false; Overlord.opponent.firstPlayer = true; Overlord.localPlayer.turn = false; } lobbyListener.HideLobby(); lobbyListener = null; } else { ShowGMStatus("Uh-oh. Encountered some error connecting to the room."); } }
/// <summary> /// Oyun odasından çıkmanızı sağlar. /// </summary> public void LeaveRoom() { PlayGamesPlatform.Instance.RealTime.LeaveRoom(); lobbyListener = null; processListener = null; }
public void OnRoomConnected(bool success) { if (success) { lobbyListener.SetLobbyCreationPercentage(100); lobbyListener.HideLobby(); lobbyListener = null; SceneManager.LoadScene(Map); } else { ShowMPStatus("Uh-oh. Encountered some error connecting to the room."); } }