Pun-01/Assets/Scripts/Launcher.cs

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2022-07-08 09:14:55 +08:00
using Photon.Pun;
using Photon.Realtime;
using UnityEngine;
namespace cc.ivanli.pun01
{
public class Launcher : MonoBehaviourPunCallbacks
{
/// <summary>
/// Client's version
/// </summary>
private readonly string gameVersion = "1";
[Tooltip("The maximum number of players per room. When a room is full, it can't be joined by new players, and so new room will be created")]
[SerializeField]
private byte maxPlayersPerRoom = 4;
[Tooltip("The Ui Panel to let the user enter name, connect and play")]
[SerializeField]
private GameObject controlPanel;
[Tooltip("The UI Label to inform the user that the connection is in progress")]
[SerializeField]
private GameObject progressLabel;
bool isConnecting;
private void Awake()
{
PhotonNetwork.AutomaticallySyncScene = true;
}
private void Start()
{
progressLabel.SetActive(false);
controlPanel.SetActive(true);
}
public void Connect()
{
progressLabel.SetActive(true);
controlPanel.SetActive(false);
if (PhotonNetwork.IsConnected)
{
PhotonNetwork.JoinRandomRoom();
}
else
{
isConnecting = PhotonNetwork.ConnectUsingSettings();
PhotonNetwork.GameVersion = gameVersion;
}
}
public override void OnConnectedToMaster()
{
Debug.Log("PUN Basics Launcher:OnConnectedToMaster() was called by PUN");
base.OnConnectedToMaster();
if (isConnecting)
{
// #Critical: The first we try to do is to join a potential existing room. If there is, good, else, we'll be called back with OnJoinRandomFailed()
PhotonNetwork.JoinRandomRoom();
isConnecting = false;
}
}
public override void OnDisconnected(DisconnectCause cause)
{
progressLabel.SetActive(false);
controlPanel.SetActive(true);
isConnecting = false;
Debug.LogWarningFormat("PUN basics Launcher:OnDisconnected() was called by PUN with reason {0}", cause);
base.OnDisconnected(cause);
}
public override void OnJoinRandomFailed(short returnCode, string message)
{
Debug.Log("PUN BasicsLauncher:OnJoinRandomFailed() was called by PUN. No random room available, so we create one.\nCalling: PhotonNetwork.CreateRoom()");
base.OnJoinRandomFailed(returnCode, message);
PhotonNetwork.CreateRoom(null, new RoomOptions
{
MaxPlayers = maxPlayersPerRoom
});
}
public override void OnJoinedRoom()
{
Debug.Log("PUN Basics Launcher:OnJoinedRoom() called by PUN. Now this client is in a room.");
base.OnJoinedRoom();
// #Critical: We only load if we are the first player, else we rely on `PhotonNetwork.AutomaticallySyncScene` to sync our instance scene.
if (PhotonNetwork.CurrentRoom.PlayerCount == 1)
{
Debug.Log("We load the 'Room for 1' ");
// #Critical
// Load the Room Level.
PhotonNetwork.LoadLevel("Room for 1");
}
}
}
}