void Update() { if (IsScreenVisible()) { if (PhotonNetwork.inRoom) { // toggle start button state StartButton.Toggle(PhotonNetwork.isMasterClient); // toggle map select MapSelect.Toggle(PhotonNetwork.isMasterClient); // toggle WaitingMessage.Toggle(PhotonNetwork.isMasterClient == false); // update room name RoomName.text = String.Format("{0} ({1}/{2})", PhotonNetwork.room.Name, PhotonNetwork.room.PlayerCount, PhotonNetwork.room.MaxPlayers); // update players list UpdatePlayerList(); // CheckForGameStart(); } else { UIRoom.HideScreen(); UILobby.ShowScreen(); } } }
IEnumerator WaitForConnected() { while (PhotonNetwork.connected == false) { yield return(null); } if (IsScreenInstanceVisible()) { UIConnecting.HideScreen(); UILobby.ShowScreen(); } }
IEnumerator OnLeaveRoutine() { if (QuantumRunner.Current) { // unload current map if (QuantumGame.Running) { var mapData = FindObjectOfType <MapData>(); if (mapData) { Destroy(mapData.gameObject); } } // leave room PhotonNetwork.LeaveRoom(); // shutdown runner QuantumRunner.Current.Shutdown(); // wait one second yield return(new WaitForSeconds(1f)); // hide leave game button UILeaveGame.HideScreen(); // are we still connected? if (PhotonNetwork.connected) { // goto lobby UILobby.ShowScreen(); } else { // goto connect screen UIConnect.ShowScreen(); } } _leaveRoutine = null; }
public void OnBackClicked() { UICreateRoom.HideScreen(); UILobby.ShowScreen(); }