mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-25 15:08:00 +01:00
70 lines
2.7 KiB
C#
70 lines
2.7 KiB
C#
using System;
|
|
using UnityEngine;
|
|
using System.Collections;
|
|
|
|
/// <summary>
|
|
/// This script automatically connects to Photon (using the settings file),
|
|
/// tries to join a random room and creates one if none was found (which is ok).
|
|
/// </summary>
|
|
public class ConnectAndJoinRandom : Photon.MonoBehaviour
|
|
{
|
|
/// <summary>Connect automatically? If false you can set this to true later on or call ConnectUsingSettings in your own scripts.</summary>
|
|
public bool AutoConnect = true;
|
|
|
|
public byte Version = 1;
|
|
|
|
/// <summary>if we don't want to connect in Start(), we have to "remember" if we called ConnectUsingSettings()</summary>
|
|
private bool ConnectInUpdate = true;
|
|
|
|
|
|
public virtual void Start()
|
|
{
|
|
PhotonNetwork.autoJoinLobby = false; // we join randomly. always. no need to join a lobby to get the list of rooms.
|
|
}
|
|
|
|
public virtual void Update()
|
|
{
|
|
if (ConnectInUpdate && AutoConnect && !PhotonNetwork.connected)
|
|
{
|
|
Debug.Log("Update() was called by Unity. Scene is loaded. Let's connect to the Photon Master Server. Calling: PhotonNetwork.ConnectUsingSettings();");
|
|
|
|
ConnectInUpdate = false;
|
|
PhotonNetwork.ConnectUsingSettings(Version + "." + SceneManagerHelper.ActiveSceneBuildIndex);
|
|
}
|
|
}
|
|
|
|
|
|
// below, we implement some callbacks of PUN
|
|
// you can find PUN's callbacks in the class PunBehaviour or in enum PhotonNetworkingMessage
|
|
|
|
|
|
public virtual void OnConnectedToMaster()
|
|
{
|
|
Debug.Log("OnConnectedToMaster() was called by PUN. Now this client is connected and could join a room. Calling: PhotonNetwork.JoinRandomRoom();");
|
|
PhotonNetwork.JoinRandomRoom();
|
|
}
|
|
|
|
public virtual void OnJoinedLobby()
|
|
{
|
|
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();");
|
|
PhotonNetwork.JoinRandomRoom();
|
|
}
|
|
|
|
public virtual void OnPhotonRandomJoinFailed()
|
|
{
|
|
Debug.Log("OnPhotonRandomJoinFailed() was called by PUN. No random room available, so we create one. Calling: PhotonNetwork.CreateRoom(null, new RoomOptions() {maxPlayers = 4}, null);");
|
|
PhotonNetwork.CreateRoom(null, new RoomOptions() { MaxPlayers = 4 }, null);
|
|
}
|
|
|
|
// the following methods are implemented to give you some context. re-implement them as needed.
|
|
|
|
public virtual void OnFailedToConnectToPhoton(DisconnectCause cause)
|
|
{
|
|
Debug.LogError("Cause: " + cause);
|
|
}
|
|
|
|
public void OnJoinedRoom()
|
|
{
|
|
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");
|
|
}
|
|
}
|