void SetCurrentStateRPC(MySceneManager.SceneState state) { _mySceneManager.SetCurrentScene(state); if (PhotonNetwork.isMasterClient && state == MySceneManager.SceneState.GAME) { _room.visible = false; _room.open = false; } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.A)) { if (isLocal) { mySceneManager.SetCurrentScene(MySceneManager.SceneState.TITLE); } else { _scenePhotonView.RPC("SetCurrentStateRPC", PhotonTargets.All, MySceneManager.SceneState.TITLE); } } if (Input.GetKeyDown(KeyCode.B)) { if (isLocal) { mySceneManager.SetCurrentScene(MySceneManager.SceneState.GAME); } else { _scenePhotonView.RPC("SetCurrentStateRPC", PhotonTargets.All, MySceneManager.SceneState.GAME); } } if (Input.GetKeyDown(KeyCode.C)) { if (isLocal) { mySceneManager.SetCurrentScene(MySceneManager.SceneState.END); } else { _scenePhotonView.RPC("SetCurrentStateRPC", PhotonTargets.All, MySceneManager.SceneState.END); } } }
void SetCurrentStateRPC(MySceneManager.SceneState state) { _mySceneManager.SetCurrentScene(state); }