Exemplo n.º 1
0
    // Called by Photon when the user joins a room
    void OnJoinedRoom()
    {
        searchingLabel = SearchingLabel.Instance;
        searchingLabel.OnSearchingStart();

        // Obsolete: disconnect and reconnect handling
        if (isRejoined)
        {
            GameHandler.Instance.currentMap = MapManager.Instance.GetMap((string)PhotonNetwork.room.CustomProperties["m"]);
            isRejoined = false;
        }
    }
Exemplo n.º 2
0
    // Called every frame; checks to see whether a room is full
    void Update()
    {
        if (PhotonNetwork.connected)
        {
            if (PhotonNetwork.room != null)
            {
                if (lobbyState == LobbyStates.searching)
                {
                    // Wait for players
                    if (PhotonNetwork.room.PlayerCount == PhotonNetwork.room.MaxPlayers)
                    {
                        searchingLabel.OnSearchingPause();
                        championSelect.OnStart();
                        lobbyState = LobbyStates.championSelect;
                        StartCoroutine(UpdateGameID());

                        // Host player to instantiate the map for all players in the room
                        if (PhotonNetwork.isMasterClient)
                        {
                            PhotonNetwork.room.IsVisible = false;
                            PhotonNetwork.Instantiate(gameHandler.currentMap.map.name, gameHandler.currentMap.map.transform.position, gameHandler.currentMap.map.transform.rotation, 0);
                        }
                    }
                }

                if (lobbyState == LobbyStates.championSelect)
                {
                    // Return to searching if a player has left
                    if (PhotonNetwork.room.PlayerCount < PhotonNetwork.room.MaxPlayers)
                    {
                        lobbyState = LobbyStates.searching;
                        searchingLabel.OnSearchingStart();
                        championSelect.OnStop();
                    }
                }
            }
        }
    }