public override void OnJoinRoomFailed(short returnCode, string message) { base.OnJoinRoomFailed(returnCode, message); LobbyUI lobbyUI = (LobbyUI)UI; lobbyUI.SetConnectButtonInteractability(true); lobbyUI.SetCreateRoomToggleActiveState(true); connectingToRoom = false; Debug.LogError($"Joining room failed with message: {message}"); }
/// <summary> /// should be called when connect to room button is clicked /// </summary> private void OnConnectToRoom() { LobbyUI lobbyUI = (LobbyUI)UI; //connect only if we can actually connect to the room if (lobbyUI.ConnectDestination() == "Room" && !connectingToRoom && PhotonNetwork.IsConnectedAndReady) { SetConnectingToRoom(); lobbyUI.SetConnectButtonInteractability(false); } }
public override void OnConnectedToMaster() { base.OnConnectedToMaster(); //if we where connecting to master we set up values and ui accordingly if (connectingToMaster) { SetConnectedToMaster(); LobbyUI lobbyUI = (LobbyUI)UI; lobbyUI.UpdateConnectStatus(true); lobbyUI.UpdateConnectColor(true); lobbyUI.SetConnectButtonInteractability(true); lobbyUI.SetCreateRoomToggleActiveState(true); } }
public override void OnDisconnected(DisconnectCause cause) { base.OnDisconnected(cause); //try reattaching the UI for when we where inside another scene AttachUI(MultiplayerRacerScenes.LOBBY); //update lobby ui after having tried reattaching it LobbyUI lobbyUI = (LobbyUI)UI; lobbyUI.UpdateConnectStatus(false); lobbyUI.UpdateConnectColor(false); lobbyUI.ResetPlayerInfo(); lobbyUI.SetConnectButtonInteractability(true); Application.quitting -= OnQuitEvent; print(cause); }