// finds the room (runs client) public void FindRoom() { // search for room code input field. if (roomCodeInputField.text == "") { Debug.LogError("No Room Code Set."); return; } // checks to see if the host is already running. if (lobbyManager.IsHostRunning()) { Debug.LogAssertion("Tried to run the host to find a room, but the host was already running."); return; } // checks to see if the room is open. bool searchStarted = false; // sets ip address. lobbyManager.isMaster = false; lobbyManager.ipAddress = IPCryptor.DecryptIP(roomCodeInputField.text); // ip address parse failed. if (lobbyManager.ipAddress == "") { // ip address not set Debug.LogError("IPAddress not set."); return; } // runs host searchStarted = lobbyManager.RunHost(); // room has been opened. if (searchStarted) { roomIndict.color = roomIndictOn; // on colour } else { roomIndict.color = roomIndictOff; // off colour } // disables host button { // if the host button is saved, use it. if (hostButton != null) { hostButton.interactable = false; } else { // looks for the host button GameObject go = GameObject.Find("Host Button"); // if the host button was found, disable it. if (go != null) { hostButton = go.GetComponent <Button>(); // gets the button component. // makes the button non-interactable if (hostButton != null) { hostButton.interactable = false; } } } } }
// opens the room (runs server) public void OpenRoom() { // checks to see if the host is already running. if (lobbyManager.IsHostRunning()) { Debug.LogAssertion("Tried to open the room, but the host was already running."); return; } // checks to see if the room is open. bool roomOpened = false; // if ip has not been set. if (roomCodeInputField.text == "") { GenerateAndSetRoomCode(); } // sets ip address. lobbyManager.isMaster = true; lobbyManager.ipAddress = IPCryptor.DecryptIP(roomCodeInputField.text); roomOpened = lobbyManager.RunHost(); // room has been opened. if (roomOpened) { roomIndict.color = roomIndictOn; // on colour } else { roomIndict.color = roomIndictOff; // off colour } // disables join button { // if the join button is saved, use it. if (joinButton != null) { joinButton.interactable = false; } else { // looks for the join button GameObject go = GameObject.Find("Join Button"); // if the join button was found, disable it. if (go != null) { joinButton = go.GetComponent <Button>(); // gets the button component. // makes the button non-interactable if (joinButton != null) { joinButton.interactable = false; } } } } // disables the room size slider. if (roomSizeSlider != null) { roomSizeSlider.interactable = false; } }