LoadLevel() 공개 정적인 메소드

Loads the level and automatically pauses the network queue. Call this in OnJoinedRoom to make sure no cached RPCs are fired in the wrong scene.
public static LoadLevel ( int levelNumber ) : void
levelNumber int /// Number of the level to load (make sure it's in the build preferences). ///
리턴 void
예제 #1
0
 private void OnJoinedRoom()
 {
     PhotonNetwork.LoadLevel("Sc");
 }
예제 #2
0
    public override void OnJoinedRoom()
    {
        Debug.Log("PUN BotS/Lobby: OnJoinedRoom() called by PUN. Now this client is in a room.");

        PhotonNetwork.LoadLevel("Battle Scene");
    }
예제 #3
0
 //如果玩家断开与Photon服务器的连接,加载场景GameLobby
 public override void OnConnectionFail(DisconnectCause cause)
 {
     PhotonNetwork.LoadLevel("LobbyScene");
 }
예제 #4
0
 private void Start()
 {
     PhotonNetwork.LoadLevel(1);
 }
예제 #5
0
 public void CreateGame()
 {
     PhotonNetwork.LoadLevel(1);
 }
예제 #6
0
 public void LoadLevel()
 {
     PhotonNetwork.LoadLevel((int)roomProperties["map"]);
 }
예제 #7
0
 public void StartGame()
 {
     PhotonNetwork.LoadLevel(1);
 }
예제 #8
0
 public override void OnLeftRoom()
 {
     PhotonNetwork.LoadLevel(0);
 }
예제 #9
0
 // Cuando ha terminado de salir carga el menú principal.
 public override void OnLeftRoom()
 {
     base.OnLeftRoom();
     PhotonNetwork.LoadLevel("MainMenu");
 }
예제 #10
0
 public void OnClickLeaveMatch()
 {
     PhotonNetwork.LeaveRoom();
     PhotonNetwork.LoadLevel(1);
 }
예제 #11
0
 //Multiplayer override
 public override void OnJoinedRoom()
 {
     PhotonNetwork.LoadLevel("OnlineGame");
 }
예제 #12
0
 public void button5()
 {
     PhotonNetwork.JoinRoom(roomscurrent[4 + (roomlistcount * 5)].Name); PhotonNetwork.LoadLevel(1); Loading.SetActive(true);
 }
예제 #13
0
 /// <summary>
 /// Allows the player to join a selected room.
 /// </summary>
 public void JoinRoom()
 {
     PhotonNetwork.JoinRoom(roomscurrent[gamescount].Name);
     Loading.SetActive(true);
     PhotonNetwork.LoadLevel(1);
 }
예제 #14
0
    // 카운트다운
    IEnumerator CountDown()
    {
        isPrepare = true;
        msg.text  = "게임이 곧 시작됩니다";
        countNum.gameObject.SetActive(false);

        yield return(new WaitForSeconds(0.5f));

        countDown.gameObject.SetActive(true);
        countDown.text = ((int)time).ToString();

        yield return(new WaitForSeconds(1));

        while ((true) && (SceneManager.GetActiveScene().name.Equals("Room Scene")))
        {
            countDown.text = ((int)time).ToString();

            if (PhotonNetwork.IsMasterClient)
            {
                // 1초
                time -= Time.deltaTime;

                while (bossActorNum == -1)
                {
                    findPlayer();

                    bossnum = Random.Range(0, PhotonNetwork.PlayerList.Length);             // 번호 랜덤 선택

                    temp = PhotonNetwork.PlayerList[bossnum].CustomProperties;

                    // bossnum 접근 편하게 index에서 ActorNum으로 변경
                    playerPos[(int)temp["index"]].z -= 1;  // 깜박임 방지
                    PhotonNetwork.Instantiate("BossPrefab", playerPos[(int)temp["index"]], Quaternion.identity, 0);

                    bossActorNum = (int)temp["ActorNum"];
                    pv.RPC("setBoss", RpcTarget.All, bossActorNum);
                }

                cnt = 0;
                for (int i = 0; i < PhotonNetwork.PlayerList.Length; i++)
                {
                    temp = PhotonNetwork.PlayerList[i].CustomProperties;

                    if (temp.ContainsKey("Ready"))
                    {
                        if (((string)temp["Ready"]).Equals("Yes"))
                        {
                            cnt++;
                        }
                    }
                }

                // 카운트다운 후 게임 씬 이동
                if (time < 0)
                {
                    PhotonNetwork.CurrentRoom.IsOpen    = false;
                    PhotonNetwork.CurrentRoom.IsVisible = false;
                    pv.RPC("loadRoomManager", RpcTarget.All);
                    cnt = 0;

                    if (PhotonNetwork.IsMasterClient)
                    {
                        PhotonNetwork.Destroy(GameObject.Find("BossPrefab(Clone)"));
                        playerPos[(int)temp["index"]].z += 1;
                    }
                    PhotonNetwork.LoadLevel("Game Scene");
                    SceneManager.LoadScene("Game Scene");
                    yield break;
                }
            }

            // 카운트다운 시작 후 Ready 해제하여 Ready한 플레이어가 3명 미만일 때 실행
            if (SceneManager.GetActiveScene().name.Equals("Room Scene") && (cnt < readyCnt))
            {
                isPrepare     = false;
                msg.text      = "다른 유저를 대기중입니다";
                countNum.text = PhotonNetwork.PlayerList.Length.ToString() + "/5";
                bossActorNum  = -1;

                if (PhotonNetwork.IsMasterClient)
                {
                    PhotonNetwork.Destroy(GameObject.Find("BossPrefab(Clone)"));
                    pv.RPC("setBoss", RpcTarget.All, -1);
                }
                pv.RPC("clearCheckBoss", RpcTarget.All);
                countNum.gameObject.SetActive(true);
                countDown.gameObject.SetActive(false);
                yield break;
            }

            yield return(null);
        }
    }
예제 #15
0
 public override void OnCreatedRoom()
 {
     //battleシーンへ遷移
     PhotonNetwork.IsMessageQueueRunning = false;
     PhotonNetwork.LoadLevel(BOARD_SCENE_NAME);
 }
 public override void OnJoinedRoom()
 {
     //UnityEngine.Debug.Log("MENU OnJoinedRoom() called by PUN. Now this client is in a room.");
     PhotonNetwork.LoadLevel("Game");
 }
예제 #17
0
 public override void OnJoinedRoom()
 {
     PhotonNetwork.LoadLevel(1);
 }
예제 #18
0
    IEnumerator StopGame()
    {
        yield return(new WaitForSeconds(3));

        PhotonNetwork.LoadLevel(3);
    }
예제 #19
0
 private void LoadGameLevel()
 {
     PhotonNetwork.LoadLevel("Game");
 }
예제 #20
0
 private void LoadLevel(int id)
 {
     PhotonNetwork.LoadLevel(id);
 }
예제 #21
0
 void RPC_LoadGameOthers(string scene)
 {
     PhotonNetwork.LoadLevel(scene);
 }
예제 #22
0
 public void OnCreatedRoom()
 {
     Debug.Log("OnCreatedRoom");
     PhotonNetwork.LoadLevel(SceneNameGame);
 }
예제 #23
0
 private void RPC_LoadGameOthers()
 {
     PhotonNetwork.LoadLevel(2);
 }
예제 #24
0
 public override void OnJoinedRoom()
 {
     StopAllCoroutines();
     PhotonNetwork.LoadLevel("Main Game");
     Debug.Log(PhotonNetwork.CurrentRoom.Name);
 }
예제 #25
0
 public void ResetToMenu()
 {
     PhotonNetwork.LeaveRoom();
     PhotonNetwork.LoadLevel("MenuTest");
 }
예제 #26
0
 public void ToBattleMenu()
 {
     PhotonNetwork.LoadLevel("Lobby");
 }
예제 #27
0
 private void ObjectGrabbed(object sender, InteractableObjectEventArgs e)
 {
     PhotonNetwork.LeaveRoom();
     PhotonNetwork.LoadLevel(Lobby.name);
 }
예제 #28
0
 public void ChangeScene(string sceneName)
 {
     PhotonNetwork.LoadLevel(sceneName);
 }
예제 #29
0
 //离开房间函数
 public void LeaveRoom()
 {
     //mainCamera.enabled = true;
     PhotonNetwork.LeaveRoom();                      //玩家离开游戏房间
     PhotonNetwork.LoadLevel("LobbyScene");          //加载场景GameLobby
 }
    IEnumerator TwoPlayerInRoom()
    {
        yield return(new WaitForSeconds(2f));

        PhotonNetwork.LoadLevel("Battle");
    }