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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Photon.Pun;
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using TMPro;
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using Photon.Realtime;
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public class GameLauncher : MonoBehaviourPunCallbacks
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{
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    byte maxPlayerPerRoom = 2; //liczba graczy w pokoju
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    bool isConnecting; //czy istnieje połączenie
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    public TMP_Text networkText; //nasz network text
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    string gameVersion = "0.1"; //wersja gry
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    void Awake()
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    {
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        //właczamy synchronizację
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        PhotonNetwork.AutomaticallySyncScene = true;
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    }
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    public override void OnConnectedToMaster()
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    {
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        if(isConnecting)
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        {
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            networkText.text += "OnConnectToMaster...\n";
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            PhotonNetwork.JoinRandomRoom();
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        }
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    }
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    //Wywołanie przy rozłączeniu
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    public override void OnDisconnected(DisconnectCause cause)
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    {
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        networkText.text += "Disconnected because " + cause + "\n";
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        isConnecting = false;
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    }
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    //Wywołanie przy dołączeniu do pokoju
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    public override void OnJoinedRoom()
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    {
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        networkText.text = "Joined Room with " + PhotonNetwork.CurrentRoom.PlayerCount + "players.\n";
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        //Uruchomienie sceny z grą
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        PhotonNetwork.LoadLevel("PongOnline");
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    }
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    //Wywołanie kiedy nie udało się dołączyć do żadnego pokoju
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    public override void OnJoinRandomFailed(short returnCode, string message)
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    {
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        networkText.text += "Failed to join random room. \n";
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        //Stworzenie nowego pokoju
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        PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = this.maxPlayerPerRoom });
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    }
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    //Połączenie z siecią
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    public void ConnectNetwork()
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    {
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        networkText.text = "";
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        isConnecting = true;
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        if (PhotonNetwork.IsConnected)
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        {
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            networkText.text += "Joining Room...\n";
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            PhotonNetwork.JoinRandomRoom();
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        } else
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        {
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            networkText.text += "Connecting...\n";
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            PhotonNetwork.GameVersion = gameVersion;
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            PhotonNetwork.ConnectUsingSettings();
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        }
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    }
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}
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