void WaitForPlayers() { //Check to see if the player count is smaller then max players allowed for this room if (PhotonNetwork.room.PlayerCount < maxPlayers) { Debug.Log("waiting for Players"); Debug.Log("There are " + PhotonNetwork.room.PlayerCount + " Players in Queue"); } else { if (PhotonNetwork.isMasterClient) { PhotonNetwork.player.SetTeam(PunTeams.Team.red); PhotonNetwork.LoadLevel("MainScene"); Debug.Log(StartGame); } //Set Player Properties properties.Add("Deaths", 0); properties.Add("NickName", PlayerPrefs.GetString("NickName").ToString()); roomProperties.Add("RedScore", 0); roomProperties.Add("BlueScore", 0); roomProperties.Add("FlagSide", 0); PhotonNetwork.player.SetCustomProperties(properties); PhotonNetwork.room.SetCustomProperties(roomProperties); StartGame = true; punteams.UpdateTeams(); } }
public void AddPlayersToTeam(Player player) { Debug.Log(PunTeams.PlayersPerTeam[PunTeams.Team.blue].Count); Debug.Log(PunTeams.PlayersPerTeam[PunTeams.Team.red].Count); if (PunTeams.PlayersPerTeam[PunTeams.Team.blue].Count < PunTeams.PlayersPerTeam[PunTeams.Team.red].Count) { Debug.Log("blue"); TeamExtensions.SetTeam(player, PunTeams.Team.blue); } else if (PunTeams.PlayersPerTeam[PunTeams.Team.blue].Count >= PunTeams.PlayersPerTeam[PunTeams.Team.red].Count) { Debug.Log("red"); TeamExtensions.SetTeam(player, PunTeams.Team.red); } punTeams.UpdateTeams(); // pv.RPC("RPC_AddPlayersToTeam", RpcTarget.All, playername); }