public void JoinRandomRoom() { Debug.Log("trying to connect random room"); PhotonNetwork.JoinRandomRoom(); }
public override void OnCreatedRoom() { PhotonNetwork.JoinRandomRoom(); }
public override void OnConnectedToMaster() { Debug.Log("Jugador Conectado al servidor Maestro"); PhotonNetwork.AutomaticallySyncScene = true;// Para cuartos de logueo rápido PhotonNetwork.JoinRandomRoom(); }
public void JoinDuelZone() { PhotonNetwork.JoinRandomRoom(); }
public void JoinRoom() //Paired to the Quick Start button { PhotonNetwork.JoinRandomRoom(); //First tries to join an existing room Debug.Log("Try to join room"); }
public void OnClickJoinRoom() { PlayerPrefs.SetString("USER_ID", "SERVER"); PhotonNetwork.player.SetCustomProperties(playerPropertyHashtable); PhotonNetwork.JoinRandomRoom(); }
// below, we implement some callbacks of PUN // you can find PUN's callbacks in the class PunBehaviour or in enum PhotonNetworkingMessage public virtual void OnConnectedToMaster() { Debug.Log("OnConnectedToMaster() was called by PUN. Now this client is connected and could join a room. Calling: PhotonNetwork.JoinRandomRoom();"); PhotonNetwork.JoinRandomRoom(); }
public void JoinRandomRoom() { // #Critical we need at this point to attempt joining a random Room. If it fails, we'll get notified in OnPhotonRandomJoinFailed(). PhotonNetwork.JoinRandomRoom(); }
public override void OnJoinedLobby() { Debug.Log("LeagueManager::OnJoinedLobby"); statusLabel.text = $"あなた: {PhotonNetwork.playerName}"; PhotonNetwork.JoinRandomRoom(); }
public void JoinOrCreateRoom() { PhotonNetwork.JoinRandomRoom(); }
public void OnClickJoinRandomRoom() { PhotonNetwork.JoinRandomRoom(); }
//Called after joining the lobby and autoJoinedLobby is true public override void OnJoinedLobby() { Debug.Log("Joinned the lobby because autoJoinedLobby is true"); PhotonNetwork.JoinRandomRoom(); }
public void OnGUI() { if (display_menu) { if (this.Skin != null) { GUI.skin = this.Skin; } if (!PhotonNetwork.connected) { if (PhotonNetwork.connecting) { GUILayout.Label("Connecting to: " + PhotonNetwork.ServerAddress); } else { GUILayout.Label("Not connected. Check console output. Detailed connection state: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.ServerAddress); } if (this.connectFailed) { GUILayout.Label("Connection failed. Check setup and use Setup Wizard to fix configuration."); GUILayout.Label(String.Format("Server: {0}", new object[] { PhotonNetwork.ServerAddress })); GUILayout.Label("AppId: " + PhotonNetwork.PhotonServerSettings.AppID.Substring(0, 8) + "****"); // only show/log first 8 characters. never log the full AppId. if (GUILayout.Button("Try Again", GUILayout.Width(100))) { this.connectFailed = false; PhotonNetwork.ConnectUsingSettings("0.9"); } } return; } Rect content = new Rect((Screen.width - this.WidthAndHeight.x) / 2, (Screen.height - this.WidthAndHeight.y) / 2, this.WidthAndHeight.x, this.WidthAndHeight.y); GUI.Box(content, "Join or Create Room"); GUILayout.BeginArea(content); GUILayout.Space(40); // Player name GUILayout.BeginHorizontal(); GUILayout.Label("Player name:", GUILayout.Width(150)); PhotonNetwork.playerName = GUILayout.TextField(PhotonNetwork.playerName); GUILayout.Space(158); if (GUI.changed) { // Save name PlayerPrefs.SetString("playerName", PhotonNetwork.playerName); } GUILayout.EndHorizontal(); GUILayout.Space(15); // Join room by title GUILayout.BeginHorizontal(); GUILayout.Label("Roomname:", GUILayout.Width(150)); this.roomName = GUILayout.TextField(this.roomName); if (GUILayout.Button("Create Room", GUILayout.Width(150))) { PhotonNetwork.CreateRoom(this.roomName, new RoomOptions() { MaxPlayers = (byte)(this.MaxPlay + 1) }, null); } GUILayout.EndHorizontal(); // Create a room (fails if exist!) GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); //this.roomName = GUILayout.TextField(this.roomName); if (GUILayout.Button("Join Room", GUILayout.Width(150))) { PhotonNetwork.JoinRoom(this.roomName); } GUILayout.EndHorizontal(); if (!string.IsNullOrEmpty(ErrorDialog)) { GUILayout.Label(ErrorDialog); if (this.timeToClearDialog < Time.time) { this.timeToClearDialog = 0; ErrorDialog = ""; } } GUILayout.Space(15); // Join random room GUILayout.BeginHorizontal(); GUILayout.Label(PhotonNetwork.countOfPlayers + " users are online in " + PhotonNetwork.countOfRooms + " rooms."); GUILayout.FlexibleSpace(); if (GUILayout.Button("Join Random", GUILayout.Width(150))) { PhotonNetwork.JoinRandomRoom(); } GUILayout.EndHorizontal(); GUILayout.Space(15); if (PhotonNetwork.GetRoomList().Length == 0) { GUILayout.Label("Currently no games are available."); GUILayout.Label("Rooms will be listed here, when they become available."); } else { GUILayout.Label(PhotonNetwork.GetRoomList().Length + " rooms available:"); // Room listing: simply call GetRoomList: no need to fetch/poll whatever! this.scrollPos = GUILayout.BeginScrollView(this.scrollPos); foreach (RoomInfo roomInfo in PhotonNetwork.GetRoomList()) { GUILayout.BeginHorizontal(); GUILayout.Label(roomInfo.Name + " " + roomInfo.PlayerCount + "/" + roomInfo.MaxPlayers); if (GUILayout.Button("Join", GUILayout.Width(150))) { PhotonNetwork.JoinRoom(roomInfo.Name); } GUILayout.EndHorizontal(); } GUILayout.EndScrollView(); } // Options: nombre de joueur GUILayout.BeginHorizontal(); GUILayout.Label("Options", GUILayout.Width(100)); GUILayout.Space(15); GUILayout.Label("number of player:", GUILayout.Width(100)); MaxPlay = GUILayout.SelectionGrid(MaxPlay, new string[] { "1", "2", "3", "4" }, 4); //Debug.Log(MaxPlay); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Credit", GUILayout.Width(100))) { txt_credit.SetActive(true); display_menu = false; } GUILayout.EndHorizontal(); GUILayout.EndArea(); } }
public override void OnJoinedLobby() { PhotonNetwork.JoinRandomRoom(); }
void OnJoinedLobby() { Debug.Log("OnJoinedLobby"); PhotonNetwork.JoinRandomRoom(); }
//"随机进入房间"按钮事件处理函数,玩家随机加入大厅中的房间,启用游戏房间加载提示信息 public void ClickRandomJoinButton() { PhotonNetwork.JoinRandomRoom(); //roomLoadingLabel.SetActive (true); }
public void OnJoinRandomRoomButtonClicked() { SetActivePanel(JoinRandomRoomPanel.name); PhotonNetwork.JoinRandomRoom(); }
// Join Random Room private void QuickMatch() { // Joins random room with same grid option PhotonNetwork.JoinRandomRoom(null, System.Convert.ToByte(grid), MatchmakingMode.FillRoom, null, null); }
public override void OnConnectedToMaster() { Debug.Log($"Network OnConnectedToMaster"); PhotonNetwork.JoinRandomRoom(); }
public void joinRandom() { PhotonNetwork.JoinRandomRoom(); }
public virtual void OnJoinedLobby() { Debug.Log("OnJoinedLobby(). This client is connected and does get a room-list, which gets stored as PhotonNetwork.GetRoomList(). This script now calls: PhotonNetwork.JoinRandomRoom();"); PhotonNetwork.JoinRandomRoom(); }
public void OnBattleButtonClicked() { OnQueueStatusChange.Invoke(true); PhotonNetwork.JoinRandomRoom(); }
void OnJoinedLobby() { PhotonNetwork.JoinRandomRoom(); }
public void JoinToRoom() => PhotonNetwork.JoinRandomRoom();
public override void OnConnectedToMaster() { PhotonNetwork.JoinRandomRoom(); }
public void JoinRoom() { connecting = true; PhotonNetwork.JoinRandomRoom(); }
public void OnGUI() { if (!PhotonNetwork.connected) { if (PhotonNetwork.connecting) { GUILayout.Label("Connecting to: " + PhotonNetwork.ServerAddress); } else { GUILayout.Label("Not connected. Check console output. Detailed connection state: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.ServerAddress); } if (this.connectFailed) { GUILayout.Label("Connection failed. Check setup and use Setup Wizard to fix configuration."); GUILayout.Label(String.Format("Server: {0}", new object[] { PhotonNetwork.ServerAddress })); GUILayout.Label("AppId: " + PhotonNetwork.PhotonServerSettings.AppID); if (GUILayout.Button("Try Again", GUILayout.Width(100))) { this.connectFailed = false; PhotonNetwork.ConnectUsingSettings("0.9"); } } return; } GUI.skin.box.fontStyle = FontStyle.Bold; GUI.Box(new Rect((Screen.width - 400) / 2, (Screen.height - 350) / 2, 400, 300), "Join or Create a Room"); GUILayout.BeginArea(new Rect((Screen.width - 400) / 2, (Screen.height - 350) / 2, 400, 300)); GUILayout.Space(25); // Player name GUILayout.BeginHorizontal(); GUILayout.Label("Player name:", GUILayout.Width(100)); PhotonNetwork.playerName = GUILayout.TextField(PhotonNetwork.playerName); GUILayout.Space(105); if (GUI.changed) { // Save name PlayerPrefs.SetString("playerName", PhotonNetwork.playerName); } GUILayout.EndHorizontal(); GUILayout.Space(15); // Join room by title GUILayout.BeginHorizontal(); GUILayout.Label("Roomname:", GUILayout.Width(100)); this.roomName = GUILayout.TextField(this.roomName); if (GUILayout.Button("Create Room", GUILayout.Width(100))) { PhotonNetwork.CreateRoom(this.roomName, new RoomOptions() { maxPlayers = 4 }, null); } GUILayout.EndHorizontal(); // Create a room (fails if exist!) GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); //this.roomName = GUILayout.TextField(this.roomName); if (GUILayout.Button("Join Room", GUILayout.Width(100))) { PhotonNetwork.JoinRoom(this.roomName); } GUILayout.EndHorizontal(); if (!string.IsNullOrEmpty(this.ErrorDialog)) { GUILayout.Label(this.ErrorDialog); if (timeToClearDialog < Time.time) { timeToClearDialog = 0; this.ErrorDialog = ""; } } GUILayout.Space(15); // Join random room GUILayout.BeginHorizontal(); GUILayout.Label(PhotonNetwork.countOfPlayers + " users are online in " + PhotonNetwork.countOfRooms + " rooms."); GUILayout.FlexibleSpace(); if (GUILayout.Button("Join Random", GUILayout.Width(100))) { PhotonNetwork.JoinRandomRoom(); } GUILayout.EndHorizontal(); GUILayout.Space(15); if (PhotonNetwork.GetRoomList().Length == 0) { GUILayout.Label("Currently no games are available."); GUILayout.Label("Rooms will be listed here, when they become available."); } else { GUILayout.Label(PhotonNetwork.GetRoomList() + " currently available. Join either:"); // Room listing: simply call GetRoomList: no need to fetch/poll whatever! this.scrollPos = GUILayout.BeginScrollView(this.scrollPos); foreach (RoomInfo roomInfo in PhotonNetwork.GetRoomList()) { GUILayout.BeginHorizontal(); GUILayout.Label(roomInfo.name + " " + roomInfo.playerCount + "/" + roomInfo.maxPlayers); if (GUILayout.Button("Join")) { PhotonNetwork.JoinRoom(roomInfo.name); } GUILayout.EndHorizontal(); } GUILayout.EndScrollView(); } GUILayout.EndArea(); }
public void OnJoinOpen() { PhotonNetwork.JoinRandomRoom(); }
void OnJoinedLobby() { Debug.Log("CONNECTED TO LOBBY"); PhotonNetwork.JoinRandomRoom(); }
public override void OnJoinedLobby() { Debug.Log("Joined lobby"); PhotonNetwork.JoinRandomRoom(); }