mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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71 lines
2.7 KiB
C#
71 lines
2.7 KiB
C#
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using System;
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using UnityEngine;
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using System.Collections;
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/// <summary>
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/// This script automatically connects to Photon (using the settings file),
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/// tries to join a random room and creates one if none was found (which is ok).
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/// </summary>
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public class ConnectAndJoinRandom : Photon.MonoBehaviour
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{
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/// <summary>Connect automatically? If false you can set this to true later on or call ConnectUsingSettings in your own scripts.</summary>
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public bool AutoConnect = true;
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public byte Version = 1;
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/// <summary>if we don't want to connect in Start(), we have to "remember" if we called ConnectUsingSettings()</summary>
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private bool ConnectInUpdate = true;
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public virtual void Start()
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{
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PhotonNetwork.autoJoinLobby = false; // we join randomly. always. no need to join a lobby to get the list of rooms.
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}
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public virtual void Update()
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{
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if (ConnectInUpdate && AutoConnect && !PhotonNetwork.connected)
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{
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Debug.Log("Update() was called by Unity. Scene is loaded. Let's connect to the Photon Master Server. Calling: PhotonNetwork.ConnectUsingSettings();");
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ConnectInUpdate = false;
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PhotonNetwork.ConnectUsingSettings(Version + "." + SceneManagerHelper.ActiveSceneBuildIndex);
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}
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}
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// below, we implement some callbacks of PUN
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// you can find PUN's callbacks in the class PunBehaviour or in enum PhotonNetworkingMessage
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public virtual void OnConnectedToMaster()
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{
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Debug.Log("OnConnectedToMaster() was called by PUN. Now this client is connected and could join a room. Calling: PhotonNetwork.JoinRandomRoom();");
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PhotonNetwork.JoinRandomRoom();
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}
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public virtual void OnJoinedLobby()
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{
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Debug.Log("OnJoinedLobby(). This client is connected and does get a room-list, which gets stored as PhotonNetwork.GetRoomList(). This script now calls: PhotonNetwork.JoinRandomRoom();");
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PhotonNetwork.JoinRandomRoom();
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}
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public virtual void OnPhotonRandomJoinFailed()
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{
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Debug.Log("OnPhotonRandomJoinFailed() was called by PUN. No random room available, so we create one. Calling: PhotonNetwork.CreateRoom(null, new RoomOptions() {maxPlayers = 4}, null);");
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PhotonNetwork.CreateRoom(null, new RoomOptions() { MaxPlayers = 4 }, null);
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}
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// the following methods are implemented to give you some context. re-implement them as needed.
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public virtual void OnFailedToConnectToPhoton(DisconnectCause cause)
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{
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Debug.LogError("Cause: " + cause);
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}
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public void OnJoinedRoom()
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{
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Debug.Log("OnJoinedRoom() called by PUN. Now this client is in a room. From here on, your game would be running. For reference, all callbacks are listed in enum: PhotonNetworkingMessage");
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}
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}
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