public static void JoinLobby(string lobbyName) { NetworkDebugCanvas.SetConnectingStatus("Joining Room"); GameManager.EnterQueue(); PhotonNetwork.JoinRoom(lobbyName); }
public override void OnCreatedRoom() { NetworkDebugCanvas.SetConnectionStatus("Created Room"); NetworkDebugCanvas.SetConnectingStatus("Waiting for Opponent"); //AudioSFXReferences.PlayQueueingMusic(); }
public static void QueueForRandomMM() { NetworkDebugCanvas.SetConnectingStatus("Joining Random Open Room"); GameManager.EnterQueue(); PhotonNetwork.JoinRandomRoom(); }
public override void OnConnectedToMaster() { TitleScreen.ConnectedToServer = true; //enable Buttons; NetworkDebugCanvas.SetConnectionStatus("Connected To Master"); NetworkDebugCanvas.SetConnectingStatus("Waiting"); }
//short code 32757 is the code for max CCU reached. We need to impliment this if 20 people are more are trying to connect //32766 when gameID is already in use private void Start() { NetworkDebugCanvas.SetConnectionStatus("Disconnected"); NetworkDebugCanvas.SetConnectingStatus("Connecting To Master Server"); PhotonNetwork.ConnectUsingSettings(); }
public override void OnJoinRandomFailed(short returnCode, string message) { NetworkDebugCanvas.SetConnectionStatus("Failed To Join Room"); NetworkDebugCanvas.SetConnectingStatus("Creating New Room"); RoomOptions roomOptions = new RoomOptions(); roomOptions.IsVisible = true; roomOptions.MaxPlayers = 2; PhotonNetwork.JoinOrCreateRoom(RandomUtil.GenerateRandomString(20), roomOptions, TypedLobby.Default); }
public static void CreateLobby(string lobbyName) { NetworkDebugCanvas.SetConnectingStatus("Creating Random Room"); GameManager.EnterQueue(); RoomOptions roomOptions = new RoomOptions(); roomOptions.IsVisible = true; roomOptions.MaxPlayers = 2; PhotonNetwork.JoinOrCreateRoom(lobbyName, roomOptions, TypedLobby.Default); }