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using UnityEngine;
namespace Photon.Pun.Demo.Asteroids
{
public class AsteroidsGame
{
public const float ASTEROIDS_MIN_SPAWN_TIME = 5.0f;
public const float ASTEROIDS_MAX_SPAWN_TIME = 10.0f;
public const float PLAYER_RESPAWN_TIME = 4.0f;
public const int PLAYER_MAX_LIVES = 3;
public const string PLAYER_LIVES = "PlayerLives";
public const string PLAYER_READY = "IsPlayerReady";
public const string PLAYER_LOADED_LEVEL = "PlayerLoadedLevel";
public static Color GetColor(int colorChoice)
{
switch (colorChoice)
{
case 0: return Color.red;
case 1: return Color.green;
case 2: return Color.blue;
case 3: return Color.yellow;
case 4: return Color.cyan;
case 5: return Color.grey;
case 6: return Color.magenta;
case 7: return Color.white;
}
return Color.black;
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Asteroid.cs" company="Exit Games GmbH">
// Part of: Asteroid Demo
// </copyright>
// <summary>
// Asteroid Component
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using Random = UnityEngine.Random;
using Photon.Pun.UtilityScripts;
namespace Photon.Pun.Demo.Asteroids
{
public class Asteroid : MonoBehaviour
{
public bool isLargeAsteroid;
private bool isDestroyed;
private PhotonView photonView;
#pragma warning disable 0109
private new Rigidbody rigidbody;
#pragma warning restore 0109
#region UNITY
public void Awake()
{
photonView = GetComponent<PhotonView>();
rigidbody = GetComponent<Rigidbody>();
if (photonView.InstantiationData != null)
{
rigidbody.AddForce((Vector3) photonView.InstantiationData[0]);
rigidbody.AddTorque((Vector3) photonView.InstantiationData[1]);
isLargeAsteroid = (bool) photonView.InstantiationData[2];
}
}
public void Update()
{
if (!photonView.IsMine)
{
return;
}
if (Mathf.Abs(transform.position.x) > Camera.main.orthographicSize * Camera.main.aspect || Mathf.Abs(transform.position.z) > Camera.main.orthographicSize)
{
// Out of the screen
PhotonNetwork.Destroy(gameObject);
}
}
public void OnCollisionEnter(Collision collision)
{
if (isDestroyed)
{
return;
}
if (collision.gameObject.CompareTag("Bullet"))
{
if (photonView.IsMine)
{
Bullet bullet = collision.gameObject.GetComponent<Bullet>();
bullet.Owner.AddScore(isLargeAsteroid ? 2 : 1);
DestroyAsteroidGlobally();
}
else
{
DestroyAsteroidLocally();
}
}
else if (collision.gameObject.CompareTag("Player"))
{
if (photonView.IsMine)
{
collision.gameObject.GetComponent<PhotonView>().RPC("DestroySpaceship", RpcTarget.All);
DestroyAsteroidGlobally();
}
}
}
#endregion
private void DestroyAsteroidGlobally()
{
isDestroyed = true;
if (isLargeAsteroid)
{
int numberToSpawn = Random.Range(3, 6);
for (int counter = 0; counter < numberToSpawn; ++counter)
{
Vector3 force = Quaternion.Euler(0, counter * 360.0f / numberToSpawn, 0) * Vector3.forward * Random.Range(0.5f, 1.5f) * 300.0f;
Vector3 torque = Random.insideUnitSphere * Random.Range(500.0f, 1500.0f);
object[] instantiationData = {force, torque, false, PhotonNetwork.Time};
PhotonNetwork.InstantiateRoomObject("SmallAsteroid", transform.position + force.normalized * 10.0f, Quaternion.Euler(0, Random.value * 180.0f, 0), 0, instantiationData);
}
}
PhotonNetwork.Destroy(gameObject);
}
private void DestroyAsteroidLocally()
{
isDestroyed = true;
GetComponent<Renderer>().enabled = false;
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="AsteroidsGameManager.cs" company="Exit Games GmbH">
// Part of: Asteroid demo
// </copyright>
// <summary>
// Game Manager for the Asteroid Demo
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using Photon.Realtime;
using Photon.Pun.UtilityScripts;
using Hashtable = ExitGames.Client.Photon.Hashtable;
namespace Photon.Pun.Demo.Asteroids
{
public class AsteroidsGameManager : MonoBehaviourPunCallbacks
{
public static AsteroidsGameManager Instance = null;
public Text InfoText;
public GameObject[] AsteroidPrefabs;
#region UNITY
public void Awake()
{
Instance = this;
}
public override void OnEnable()
{
base.OnEnable();
CountdownTimer.OnCountdownTimerHasExpired += OnCountdownTimerIsExpired;
}
public void Start()
{
Hashtable props = new Hashtable
{
{AsteroidsGame.PLAYER_LOADED_LEVEL, true}
};
PhotonNetwork.LocalPlayer.SetCustomProperties(props);
}
public override void OnDisable()
{
base.OnDisable();
CountdownTimer.OnCountdownTimerHasExpired -= OnCountdownTimerIsExpired;
}
#endregion
#region COROUTINES
private IEnumerator SpawnAsteroid()
{
while (true)
{
yield return new WaitForSeconds(Random.Range(AsteroidsGame.ASTEROIDS_MIN_SPAWN_TIME, AsteroidsGame.ASTEROIDS_MAX_SPAWN_TIME));
Vector2 direction = Random.insideUnitCircle;
Vector3 position = Vector3.zero;
if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y))
{
// Make it appear on the left/right side
position = new Vector3(Mathf.Sign(direction.x) * Camera.main.orthographicSize * Camera.main.aspect, 0, direction.y * Camera.main.orthographicSize);
}
else
{
// Make it appear on the top/bottom
position = new Vector3(direction.x * Camera.main.orthographicSize * Camera.main.aspect, 0, Mathf.Sign(direction.y) * Camera.main.orthographicSize);
}
// Offset slightly so we are not out of screen at creation time (as it would destroy the asteroid right away)
position -= position.normalized * 0.1f;
Vector3 force = -position.normalized * 1000.0f;
Vector3 torque = Random.insideUnitSphere * Random.Range(500.0f, 1500.0f);
object[] instantiationData = {force, torque, true};
PhotonNetwork.InstantiateRoomObject("BigAsteroid", position, Quaternion.Euler(Random.value * 360.0f, Random.value * 360.0f, Random.value * 360.0f), 0, instantiationData);
}
}
private IEnumerator EndOfGame(string winner, int score)
{
float timer = 5.0f;
while (timer > 0.0f)
{
InfoText.text = string.Format("Player {0} won with {1} points.\n\n\nReturning to login screen in {2} seconds.", winner, score, timer.ToString("n2"));
yield return new WaitForEndOfFrame();
timer -= Time.deltaTime;
}
PhotonNetwork.LeaveRoom();
}
#endregion
#region PUN CALLBACKS
public override void OnDisconnected(DisconnectCause cause)
{
UnityEngine.SceneManagement.SceneManager.LoadScene("DemoAsteroids-LobbyScene");
}
public override void OnLeftRoom()
{
PhotonNetwork.Disconnect();
}
public override void OnMasterClientSwitched(Player newMasterClient)
{
if (PhotonNetwork.LocalPlayer.ActorNumber == newMasterClient.ActorNumber)
{
StartCoroutine(SpawnAsteroid());
}
}
public override void OnPlayerLeftRoom(Player otherPlayer)
{
CheckEndOfGame();
}
public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
{
if (changedProps.ContainsKey(AsteroidsGame.PLAYER_LIVES))
{
CheckEndOfGame();
return;
}
if (!PhotonNetwork.IsMasterClient)
{
return;
}
// if there was no countdown yet, the master client (this one) waits until everyone loaded the level and sets a timer start
int startTimestamp;
bool startTimeIsSet = CountdownTimer.TryGetStartTime(out startTimestamp);
if (changedProps.ContainsKey(AsteroidsGame.PLAYER_LOADED_LEVEL))
{
if (CheckAllPlayerLoadedLevel())
{
if (!startTimeIsSet)
{
CountdownTimer.SetStartTime();
}
}
else
{
// not all players loaded yet. wait:
Debug.Log("setting text waiting for players! ",this.InfoText);
InfoText.text = "Waiting for other players...";
}
}
}
#endregion
// called by OnCountdownTimerIsExpired() when the timer ended
private void StartGame()
{
Debug.Log("StartGame!");
// on rejoin, we have to figure out if the spaceship exists or not
// if this is a rejoin (the ship is already network instantiated and will be setup via event) we don't need to call PN.Instantiate
float angularStart = (360.0f / PhotonNetwork.CurrentRoom.PlayerCount) * PhotonNetwork.LocalPlayer.GetPlayerNumber();
float x = 20.0f * Mathf.Sin(angularStart * Mathf.Deg2Rad);
float z = 20.0f * Mathf.Cos(angularStart * Mathf.Deg2Rad);
Vector3 position = new Vector3(x, 0.0f, z);
Quaternion rotation = Quaternion.Euler(0.0f, angularStart, 0.0f);
PhotonNetwork.Instantiate("Spaceship", position, rotation, 0); // avoid this call on rejoin (ship was network instantiated before)
if (PhotonNetwork.IsMasterClient)
{
StartCoroutine(SpawnAsteroid());
}
}
private bool CheckAllPlayerLoadedLevel()
{
foreach (Player p in PhotonNetwork.PlayerList)
{
object playerLoadedLevel;
if (p.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_LOADED_LEVEL, out playerLoadedLevel))
{
if ((bool) playerLoadedLevel)
{
continue;
}
}
return false;
}
return true;
}
private void CheckEndOfGame()
{
bool allDestroyed = true;
foreach (Player p in PhotonNetwork.PlayerList)
{
object lives;
if (p.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_LIVES, out lives))
{
if ((int) lives > 0)
{
allDestroyed = false;
break;
}
}
}
if (allDestroyed)
{
if (PhotonNetwork.IsMasterClient)
{
StopAllCoroutines();
}
string winner = "";
int score = -1;
foreach (Player p in PhotonNetwork.PlayerList)
{
if (p.GetScore() > score)
{
winner = p.NickName;
score = p.GetScore();
}
}
StartCoroutine(EndOfGame(winner, score));
}
}
private void OnCountdownTimerIsExpired()
{
StartGame();
}
}
}

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using Photon.Realtime;
using UnityEngine;
namespace Photon.Pun.Demo.Asteroids
{
public class Bullet : MonoBehaviour
{
public Player Owner { get; private set; }
public void Start()
{
Destroy(gameObject, 3.0f);
}
public void OnCollisionEnter(Collision collision)
{
Destroy(gameObject);
}
public void InitializeBullet(Player owner, Vector3 originalDirection, float lag)
{
Owner = owner;
transform.forward = originalDirection;
Rigidbody rigidbody = GetComponent<Rigidbody>();
rigidbody.velocity = originalDirection * 200.0f;
rigidbody.position += rigidbody.velocity * lag;
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="PlayerNumbering.cs" company="Exit Games GmbH">
// Part of: Asteroid Demo,
// </copyright>
// <summary>
// Player Overview Panel
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using ExitGames.Client.Photon;
using Photon.Realtime;
using Photon.Pun.UtilityScripts;
namespace Photon.Pun.Demo.Asteroids
{
public class PlayerOverviewPanel : MonoBehaviourPunCallbacks
{
public GameObject PlayerOverviewEntryPrefab;
private Dictionary<int, GameObject> playerListEntries;
#region UNITY
public void Awake()
{
playerListEntries = new Dictionary<int, GameObject>();
foreach (Player p in PhotonNetwork.PlayerList)
{
GameObject entry = Instantiate(PlayerOverviewEntryPrefab);
entry.transform.SetParent(gameObject.transform);
entry.transform.localScale = Vector3.one;
entry.GetComponent<Text>().color = AsteroidsGame.GetColor(p.GetPlayerNumber());
entry.GetComponent<Text>().text = string.Format("{0}\nScore: {1}\nLives: {2}", p.NickName, p.GetScore(), AsteroidsGame.PLAYER_MAX_LIVES);
playerListEntries.Add(p.ActorNumber, entry);
}
}
#endregion
#region PUN CALLBACKS
public override void OnPlayerLeftRoom(Player otherPlayer)
{
GameObject go = null;
if (this.playerListEntries.TryGetValue(otherPlayer.ActorNumber, out go))
{
Destroy(playerListEntries[otherPlayer.ActorNumber]);
playerListEntries.Remove(otherPlayer.ActorNumber);
}
}
public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
{
GameObject entry;
if (playerListEntries.TryGetValue(targetPlayer.ActorNumber, out entry))
{
entry.GetComponent<Text>().text = string.Format("{0}\nScore: {1}\nLives: {2}", targetPlayer.NickName, targetPlayer.GetScore(), targetPlayer.CustomProperties[AsteroidsGame.PLAYER_LIVES]);
}
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Spaceship.cs" company="Exit Games GmbH">
// Part of: Asteroid Demo,
// </copyright>
// <summary>
// Spaceship
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections;
using UnityEngine;
using Photon.Pun.UtilityScripts;
using Hashtable = ExitGames.Client.Photon.Hashtable;
namespace Photon.Pun.Demo.Asteroids
{
public class Spaceship : MonoBehaviour
{
public float RotationSpeed = 90.0f;
public float MovementSpeed = 2.0f;
public float MaxSpeed = 0.2f;
public ParticleSystem Destruction;
public GameObject EngineTrail;
public GameObject BulletPrefab;
private PhotonView photonView;
#pragma warning disable 0109
private new Rigidbody rigidbody;
private new Collider collider;
private new Renderer renderer;
#pragma warning restore 0109
private float rotation = 0.0f;
private float acceleration = 0.0f;
private float shootingTimer = 0.0f;
private bool controllable = true;
#region UNITY
public void Awake()
{
photonView = GetComponent<PhotonView>();
rigidbody = GetComponent<Rigidbody>();
collider = GetComponent<Collider>();
renderer = GetComponent<Renderer>();
}
public void Start()
{
foreach (Renderer r in GetComponentsInChildren<Renderer>())
{
r.material.color = AsteroidsGame.GetColor(photonView.Owner.GetPlayerNumber());
}
}
public void Update()
{
if (!photonView.AmOwner || !controllable)
{
return;
}
// we don't want the master client to apply input to remote ships while the remote player is inactive
if (this.photonView.CreatorActorNr != PhotonNetwork.LocalPlayer.ActorNumber)
{
return;
}
rotation = Input.GetAxis("Horizontal");
acceleration = Input.GetAxis("Vertical");
if (Input.GetButton("Jump") && shootingTimer <= 0.0)
{
shootingTimer = 0.2f;
photonView.RPC("Fire", RpcTarget.AllViaServer, rigidbody.position, rigidbody.rotation);
}
if (shootingTimer > 0.0f)
{
shootingTimer -= Time.deltaTime;
}
}
public void FixedUpdate()
{
if (!photonView.IsMine)
{
return;
}
if (!controllable)
{
return;
}
Quaternion rot = rigidbody.rotation * Quaternion.Euler(0, rotation * RotationSpeed * Time.fixedDeltaTime, 0);
rigidbody.MoveRotation(rot);
Vector3 force = (rot * Vector3.forward) * acceleration * 1000.0f * MovementSpeed * Time.fixedDeltaTime;
rigidbody.AddForce(force);
if (rigidbody.velocity.magnitude > (MaxSpeed * 1000.0f))
{
rigidbody.velocity = rigidbody.velocity.normalized * MaxSpeed * 1000.0f;
}
CheckExitScreen();
}
#endregion
#region COROUTINES
private IEnumerator WaitForRespawn()
{
yield return new WaitForSeconds(AsteroidsGame.PLAYER_RESPAWN_TIME);
photonView.RPC("RespawnSpaceship", RpcTarget.AllViaServer);
}
#endregion
#region PUN CALLBACKS
[PunRPC]
public void DestroySpaceship()
{
rigidbody.velocity = Vector3.zero;
rigidbody.angularVelocity = Vector3.zero;
collider.enabled = false;
renderer.enabled = false;
controllable = false;
EngineTrail.SetActive(false);
Destruction.Play();
if (photonView.IsMine)
{
object lives;
if (PhotonNetwork.LocalPlayer.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_LIVES, out lives))
{
PhotonNetwork.LocalPlayer.SetCustomProperties(new Hashtable {{AsteroidsGame.PLAYER_LIVES, ((int) lives <= 1) ? 0 : ((int) lives - 1)}});
if (((int) lives) > 1)
{
StartCoroutine("WaitForRespawn");
}
}
}
}
[PunRPC]
public void Fire(Vector3 position, Quaternion rotation, PhotonMessageInfo info)
{
float lag = (float) (PhotonNetwork.Time - info.SentServerTime);
GameObject bullet;
/** Use this if you want to fire one bullet at a time **/
bullet = Instantiate(BulletPrefab, position, Quaternion.identity) as GameObject;
bullet.GetComponent<Bullet>().InitializeBullet(photonView.Owner, (rotation * Vector3.forward), Mathf.Abs(lag));
/** Use this if you want to fire two bullets at once **/
//Vector3 baseX = rotation * Vector3.right;
//Vector3 baseZ = rotation * Vector3.forward;
//Vector3 offsetLeft = -1.5f * baseX - 0.5f * baseZ;
//Vector3 offsetRight = 1.5f * baseX - 0.5f * baseZ;
//bullet = Instantiate(BulletPrefab, rigidbody.position + offsetLeft, Quaternion.identity) as GameObject;
//bullet.GetComponent<Bullet>().InitializeBullet(photonView.Owner, baseZ, Mathf.Abs(lag));
//bullet = Instantiate(BulletPrefab, rigidbody.position + offsetRight, Quaternion.identity) as GameObject;
//bullet.GetComponent<Bullet>().InitializeBullet(photonView.Owner, baseZ, Mathf.Abs(lag));
}
[PunRPC]
public void RespawnSpaceship()
{
collider.enabled = true;
renderer.enabled = true;
controllable = true;
EngineTrail.SetActive(true);
Destruction.Stop();
}
#endregion
private void CheckExitScreen()
{
if (Camera.main == null)
{
return;
}
if (Mathf.Abs(rigidbody.position.x) > (Camera.main.orthographicSize * Camera.main.aspect))
{
rigidbody.position = new Vector3(-Mathf.Sign(rigidbody.position.x) * Camera.main.orthographicSize * Camera.main.aspect, 0, rigidbody.position.z);
rigidbody.position -= rigidbody.position.normalized * 0.1f; // offset a little bit to avoid looping back & forth between the 2 edges
}
if (Mathf.Abs(rigidbody.position.z) > Camera.main.orthographicSize)
{
rigidbody.position = new Vector3(rigidbody.position.x, rigidbody.position.y, -Mathf.Sign(rigidbody.position.z) * Camera.main.orthographicSize);
rigidbody.position -= rigidbody.position.normalized * 0.1f; // offset a little bit to avoid looping back & forth between the 2 edges
}
}
}
}

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using ExitGames.Client.Photon;
using Photon.Realtime;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Asteroids
{
public class LobbyMainPanel : MonoBehaviourPunCallbacks
{
[Header("Login Panel")]
public GameObject LoginPanel;
public InputField PlayerNameInput;
[Header("Selection Panel")]
public GameObject SelectionPanel;
[Header("Create Room Panel")]
public GameObject CreateRoomPanel;
public InputField RoomNameInputField;
public InputField MaxPlayersInputField;
[Header("Join Random Room Panel")]
public GameObject JoinRandomRoomPanel;
[Header("Room List Panel")]
public GameObject RoomListPanel;
public GameObject RoomListContent;
public GameObject RoomListEntryPrefab;
[Header("Inside Room Panel")]
public GameObject InsideRoomPanel;
public Button StartGameButton;
public GameObject PlayerListEntryPrefab;
private Dictionary<string, RoomInfo> cachedRoomList;
private Dictionary<string, GameObject> roomListEntries;
private Dictionary<int, GameObject> playerListEntries;
#region UNITY
public void Awake()
{
PhotonNetwork.AutomaticallySyncScene = true;
cachedRoomList = new Dictionary<string, RoomInfo>();
roomListEntries = new Dictionary<string, GameObject>();
PlayerNameInput.text = "Player " + Random.Range(1000, 10000);
}
#endregion
#region PUN CALLBACKS
public override void OnConnectedToMaster()
{
this.SetActivePanel(SelectionPanel.name);
}
public override void OnRoomListUpdate(List<RoomInfo> roomList)
{
ClearRoomListView();
UpdateCachedRoomList(roomList);
UpdateRoomListView();
}
public override void OnJoinedLobby()
{
// whenever this joins a new lobby, clear any previous room lists
cachedRoomList.Clear();
ClearRoomListView();
}
// note: when a client joins / creates a room, OnLeftLobby does not get called, even if the client was in a lobby before
public override void OnLeftLobby()
{
cachedRoomList.Clear();
ClearRoomListView();
}
public override void OnCreateRoomFailed(short returnCode, string message)
{
SetActivePanel(SelectionPanel.name);
}
public override void OnJoinRoomFailed(short returnCode, string message)
{
SetActivePanel(SelectionPanel.name);
}
public override void OnJoinRandomFailed(short returnCode, string message)
{
string roomName = "Room " + Random.Range(1000, 10000);
RoomOptions options = new RoomOptions {MaxPlayers = 8};
PhotonNetwork.CreateRoom(roomName, options, null);
}
public override void OnJoinedRoom()
{
// joining (or entering) a room invalidates any cached lobby room list (even if LeaveLobby was not called due to just joining a room)
cachedRoomList.Clear();
SetActivePanel(InsideRoomPanel.name);
if (playerListEntries == null)
{
playerListEntries = new Dictionary<int, GameObject>();
}
foreach (Player p in PhotonNetwork.PlayerList)
{
GameObject entry = Instantiate(PlayerListEntryPrefab);
entry.transform.SetParent(InsideRoomPanel.transform);
entry.transform.localScale = Vector3.one;
entry.GetComponent<PlayerListEntry>().Initialize(p.ActorNumber, p.NickName);
object isPlayerReady;
if (p.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_READY, out isPlayerReady))
{
entry.GetComponent<PlayerListEntry>().SetPlayerReady((bool) isPlayerReady);
}
playerListEntries.Add(p.ActorNumber, entry);
}
StartGameButton.gameObject.SetActive(CheckPlayersReady());
Hashtable props = new Hashtable
{
{AsteroidsGame.PLAYER_LOADED_LEVEL, false}
};
PhotonNetwork.LocalPlayer.SetCustomProperties(props);
}
public override void OnLeftRoom()
{
SetActivePanel(SelectionPanel.name);
foreach (GameObject entry in playerListEntries.Values)
{
Destroy(entry.gameObject);
}
playerListEntries.Clear();
playerListEntries = null;
}
public override void OnPlayerEnteredRoom(Player newPlayer)
{
GameObject entry = Instantiate(PlayerListEntryPrefab);
entry.transform.SetParent(InsideRoomPanel.transform);
entry.transform.localScale = Vector3.one;
entry.GetComponent<PlayerListEntry>().Initialize(newPlayer.ActorNumber, newPlayer.NickName);
playerListEntries.Add(newPlayer.ActorNumber, entry);
StartGameButton.gameObject.SetActive(CheckPlayersReady());
}
public override void OnPlayerLeftRoom(Player otherPlayer)
{
Destroy(playerListEntries[otherPlayer.ActorNumber].gameObject);
playerListEntries.Remove(otherPlayer.ActorNumber);
StartGameButton.gameObject.SetActive(CheckPlayersReady());
}
public override void OnMasterClientSwitched(Player newMasterClient)
{
if (PhotonNetwork.LocalPlayer.ActorNumber == newMasterClient.ActorNumber)
{
StartGameButton.gameObject.SetActive(CheckPlayersReady());
}
}
public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
{
if (playerListEntries == null)
{
playerListEntries = new Dictionary<int, GameObject>();
}
GameObject entry;
if (playerListEntries.TryGetValue(targetPlayer.ActorNumber, out entry))
{
object isPlayerReady;
if (changedProps.TryGetValue(AsteroidsGame.PLAYER_READY, out isPlayerReady))
{
entry.GetComponent<PlayerListEntry>().SetPlayerReady((bool) isPlayerReady);
}
}
StartGameButton.gameObject.SetActive(CheckPlayersReady());
}
#endregion
#region UI CALLBACKS
public void OnBackButtonClicked()
{
if (PhotonNetwork.InLobby)
{
PhotonNetwork.LeaveLobby();
}
SetActivePanel(SelectionPanel.name);
}
public void OnCreateRoomButtonClicked()
{
string roomName = RoomNameInputField.text;
roomName = (roomName.Equals(string.Empty)) ? "Room " + Random.Range(1000, 10000) : roomName;
byte maxPlayers;
byte.TryParse(MaxPlayersInputField.text, out maxPlayers);
maxPlayers = (byte) Mathf.Clamp(maxPlayers, 2, 8);
RoomOptions options = new RoomOptions {MaxPlayers = maxPlayers, PlayerTtl = 10000 };
PhotonNetwork.CreateRoom(roomName, options, null);
}
public void OnJoinRandomRoomButtonClicked()
{
SetActivePanel(JoinRandomRoomPanel.name);
PhotonNetwork.JoinRandomRoom();
}
public void OnLeaveGameButtonClicked()
{
PhotonNetwork.LeaveRoom();
}
public void OnLoginButtonClicked()
{
string playerName = PlayerNameInput.text;
if (!playerName.Equals(""))
{
PhotonNetwork.LocalPlayer.NickName = playerName;
PhotonNetwork.ConnectUsingSettings();
}
else
{
Debug.LogError("Player Name is invalid.");
}
}
public void OnRoomListButtonClicked()
{
if (!PhotonNetwork.InLobby)
{
PhotonNetwork.JoinLobby();
}
SetActivePanel(RoomListPanel.name);
}
public void OnStartGameButtonClicked()
{
PhotonNetwork.CurrentRoom.IsOpen = false;
PhotonNetwork.CurrentRoom.IsVisible = false;
PhotonNetwork.LoadLevel("DemoAsteroids-GameScene");
}
#endregion
private bool CheckPlayersReady()
{
if (!PhotonNetwork.IsMasterClient)
{
return false;
}
foreach (Player p in PhotonNetwork.PlayerList)
{
object isPlayerReady;
if (p.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_READY, out isPlayerReady))
{
if (!(bool) isPlayerReady)
{
return false;
}
}
else
{
return false;
}
}
return true;
}
private void ClearRoomListView()
{
foreach (GameObject entry in roomListEntries.Values)
{
Destroy(entry.gameObject);
}
roomListEntries.Clear();
}
public void LocalPlayerPropertiesUpdated()
{
StartGameButton.gameObject.SetActive(CheckPlayersReady());
}
private void SetActivePanel(string activePanel)
{
LoginPanel.SetActive(activePanel.Equals(LoginPanel.name));
SelectionPanel.SetActive(activePanel.Equals(SelectionPanel.name));
CreateRoomPanel.SetActive(activePanel.Equals(CreateRoomPanel.name));
JoinRandomRoomPanel.SetActive(activePanel.Equals(JoinRandomRoomPanel.name));
RoomListPanel.SetActive(activePanel.Equals(RoomListPanel.name)); // UI should call OnRoomListButtonClicked() to activate this
InsideRoomPanel.SetActive(activePanel.Equals(InsideRoomPanel.name));
}
private void UpdateCachedRoomList(List<RoomInfo> roomList)
{
foreach (RoomInfo info in roomList)
{
// Remove room from cached room list if it got closed, became invisible or was marked as removed
if (!info.IsOpen || !info.IsVisible || info.RemovedFromList)
{
if (cachedRoomList.ContainsKey(info.Name))
{
cachedRoomList.Remove(info.Name);
}
continue;
}
// Update cached room info
if (cachedRoomList.ContainsKey(info.Name))
{
cachedRoomList[info.Name] = info;
}
// Add new room info to cache
else
{
cachedRoomList.Add(info.Name, info);
}
}
}
private void UpdateRoomListView()
{
foreach (RoomInfo info in cachedRoomList.Values)
{
GameObject entry = Instantiate(RoomListEntryPrefab);
entry.transform.SetParent(RoomListContent.transform);
entry.transform.localScale = Vector3.one;
entry.GetComponent<RoomListEntry>().Initialize(info.Name, (byte)info.PlayerCount, info.MaxPlayers);
roomListEntries.Add(info.Name, entry);
}
}
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Asteroids
{
public class LobbyTopPanel : MonoBehaviour
{
private readonly string connectionStatusMessage = " Connection Status: ";
[Header("UI References")]
public Text ConnectionStatusText;
#region UNITY
public void Update()
{
ConnectionStatusText.text = connectionStatusMessage + PhotonNetwork.NetworkClientState;
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="PlayerListEntry.cs" company="Exit Games GmbH">
// Part of: Asteroid Demo,
// </copyright>
// <summary>
// Player List Entry
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
using ExitGames.Client.Photon;
using Photon.Realtime;
using Photon.Pun.UtilityScripts;
namespace Photon.Pun.Demo.Asteroids
{
public class PlayerListEntry : MonoBehaviour
{
[Header("UI References")]
public Text PlayerNameText;
public Image PlayerColorImage;
public Button PlayerReadyButton;
public Image PlayerReadyImage;
private int ownerId;
private bool isPlayerReady;
#region UNITY
public void OnEnable()
{
PlayerNumbering.OnPlayerNumberingChanged += OnPlayerNumberingChanged;
}
public void Start()
{
if (PhotonNetwork.LocalPlayer.ActorNumber != ownerId)
{
PlayerReadyButton.gameObject.SetActive(false);
}
else
{
Hashtable initialProps = new Hashtable() {{AsteroidsGame.PLAYER_READY, isPlayerReady}, {AsteroidsGame.PLAYER_LIVES, AsteroidsGame.PLAYER_MAX_LIVES}};
PhotonNetwork.LocalPlayer.SetCustomProperties(initialProps);
PhotonNetwork.LocalPlayer.SetScore(0);
PlayerReadyButton.onClick.AddListener(() =>
{
isPlayerReady = !isPlayerReady;
SetPlayerReady(isPlayerReady);
Hashtable props = new Hashtable() {{AsteroidsGame.PLAYER_READY, isPlayerReady}};
PhotonNetwork.LocalPlayer.SetCustomProperties(props);
if (PhotonNetwork.IsMasterClient)
{
FindObjectOfType<LobbyMainPanel>().LocalPlayerPropertiesUpdated();
}
});
}
}
public void OnDisable()
{
PlayerNumbering.OnPlayerNumberingChanged -= OnPlayerNumberingChanged;
}
#endregion
public void Initialize(int playerId, string playerName)
{
ownerId = playerId;
PlayerNameText.text = playerName;
}
private void OnPlayerNumberingChanged()
{
foreach (Player p in PhotonNetwork.PlayerList)
{
if (p.ActorNumber == ownerId)
{
PlayerColorImage.color = AsteroidsGame.GetColor(p.GetPlayerNumber());
}
}
}
public void SetPlayerReady(bool playerReady)
{
PlayerReadyButton.GetComponentInChildren<Text>().text = playerReady ? "Ready!" : "Ready?";
PlayerReadyImage.enabled = playerReady;
}
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace Photon.Pun.Demo.Asteroids
{
public class RoomListEntry : MonoBehaviour
{
public Text RoomNameText;
public Text RoomPlayersText;
public Button JoinRoomButton;
private string roomName;
public void Start()
{
JoinRoomButton.onClick.AddListener(() =>
{
if (PhotonNetwork.InLobby)
{
PhotonNetwork.LeaveLobby();
}
PhotonNetwork.JoinRoom(roomName);
});
}
public void Initialize(string name, byte currentPlayers, byte maxPlayers)
{
roomName = name;
RoomNameText.text = name;
RoomPlayersText.text = currentPlayers + " / " + maxPlayers;
}
}
}

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{
"name": "PunDemos.DemoHubEditor",
"references": [
"PhotonUnityNetworking",
"PhotonRealtime"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": []
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="PunStartup.cs" company="Exit Games GmbH">
// Part of: Photon Unity Demos
// </copyright>
// <summary>
// Used to setup the demo build settings and load the first demo scene (if imported into a new empty project).
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEditor;
using Photon.Pun;
using Photon.Realtime;
using ExitGames.Client.Photon;
using UnityEngine.SceneManagement;
namespace Photon.Pun.Demo.Hub
{
[InitializeOnLoad]
public class PunStartup : MonoBehaviour
{
static PunStartup()
{
bool doneBefore = EditorPrefs.GetBool("PunDemosOpenedBefore");
if (!doneBefore)
{
EditorApplication.update += OnUpdate;
}
}
static void OnUpdate()
{
if (EditorApplication.isUpdating || Application.isPlaying)
{
return;
}
bool doneBefore = EditorPrefs.GetBool("PunDemosOpenedBefore");
EditorPrefs.SetBool("PunDemosOpenedBefore", true);
EditorApplication.update -= OnUpdate;
if (doneBefore)
{
return;
}
if (string.IsNullOrEmpty(SceneManagerHelper.EditorActiveSceneName) && EditorBuildSettings.scenes.Length == 0)
{
LoadPunDemoHub();
SetPunDemoBuildSettings();
Debug.Log("No scene was open. Loaded PUN Demo Hub Scene and added demos to build settings. Ready to go! This auto-setup is now disabled in this Editor.");
}
}
[MenuItem("Window/Photon Unity Networking/Configure Demos (build setup)", false, 5)]
public static void SetupDemo()
{
SetPunDemoBuildSettings();
}
//[MenuItem("Window/Photon Unity Networking/PUN Demo Loader Reset")]
//protected static void ResetDemoLoader()
//{
// EditorPrefs.DeleteKey("PunDemosOpenedBefore");
//}
public static void LoadPunDemoHub()
{
string scenePath = FindAssetPath("DemoHub-Scene t:scene");
if (!string.IsNullOrEmpty(scenePath))
{
EditorSceneManager.OpenScene (scenePath);
Selection.activeObject = AssetDatabase.LoadMainAssetAtPath (scenePath);
}
}
/// <summary>Finds the asset path base on its name or search query: https://docs.unity3d.com/ScriptReference/AssetDatabase.FindAssets.html </summary>
/// <returns>The asset path. String.Empty, if not found.</returns>
/// <param name="asset">Asset filter for AssetDatabase.FindAssets.</param>
public static string FindAssetPath(string asset)
{
string[] guids = AssetDatabase.FindAssets(asset, null);
if (guids.Length < 1)
{
Debug.LogError("We have a problem finding the asset: " + asset);
return string.Empty;
} else
{
return AssetDatabase.GUIDToAssetPath(guids[0]);
}
}
/// <summary>
/// Finds scenes in "Assets/Photon Unity Networking/Demos/", excludes those in folder "PUNGuide_M2H" and applies remaining scenes to build settings. The one with "Hub" in it first.
/// </summary>
public static void SetPunDemoBuildSettings()
{
string _PunPath = string.Empty;
string _thisPath = PhotonNetwork.FindAssetPath ("PunStartUp");
_thisPath = Application.dataPath + _thisPath.Substring (6); // remove "Assets/"
//_PunPath = PhotonEditorUtils.GetParent(_thisPath,"Photon");
if (string.IsNullOrEmpty(_PunPath))
{
_PunPath = Application.dataPath+"/Photon";
}
// find path of pun guide
string[] tempPaths = Directory.GetDirectories(_PunPath, "Demos*", SearchOption.AllDirectories);
if (tempPaths == null)
{
return;
}
List<EditorBuildSettingsScene> sceneAr = new List<EditorBuildSettingsScene> ();
// find scenes of guide
foreach (string guidePath in tempPaths)
{
tempPaths = Directory.GetFiles (guidePath, "*.unity", SearchOption.AllDirectories);
if (tempPaths == null || tempPaths.Length == 0)
{
return;
}
// add found guide scenes to build settings
for (int i = 0; i < tempPaths.Length; i++)
{
//Debug.Log(tempPaths[i]);
string path = tempPaths [i].Substring (Application.dataPath.Length - "Assets".Length);
path = path.Replace ('\\', '/');
//Debug.Log(path);
if (path.Contains ("PUNGuide_M2H") || path.Contains("DemoLoadBalancing"))
{
continue;
}
// edited to avoid old scene to be included.
if (path.Contains ("DemoHub-Scene"))
{
sceneAr.Insert (0, new EditorBuildSettingsScene (path, true));
continue;
}
sceneAr.Add (new EditorBuildSettingsScene (path, true));
}
}
EditorBuildSettings.scenes = sceneAr.ToArray();
EditorSceneManager.OpenScene(sceneAr[0].path);
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="DemoHubManager.cs" company="Exit Games GmbH">
// Part of: Photon Unity Demos
// </copyright>
// <summary>
// Used as starting point to let developer choose amongst all demos available.
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
using Photon.Pun.Demo.Cockpit;
namespace Photon.Pun.Demo.Hub
{
public class DemoHubManager : MonoBehaviour {
public Text TitleText;
public Text DescriptionText;
public GameObject OpenSceneButton;
public GameObject OpenTutorialLinkButton;
public GameObject OpenDocLinkButton;
string MainDemoWebLink = "https://doc.photonengine.com/en-us/pun/v2/getting-started/pun-intro";
struct DemoData
{
public string Title;
public string Description;
public string Scene;
public string TutorialLink;
public string DocLink;
}
Dictionary<string,DemoData> _data = new Dictionary<string, DemoData>();
string currentSelection;
// Use this for initialization
void Awake () {
PunCockpit.Embedded = false;
OpenSceneButton.SetActive(false);
OpenTutorialLinkButton.SetActive(false);
OpenDocLinkButton.SetActive(false);
// Setup data
_data.Add(
"DemoBoxes",
new DemoData()
{
Title = "Demo Boxes",
Description = "Uses ConnectAndJoinRandom script.\n" +
"(joins a random room or creates one)\n" +
"\n" +
"Instantiates simple prefabs.\n" +
"Synchronizes positions without smoothing.\n" +
"Shows that RPCs target a specific object.",
Scene = "DemoBoxes-Scene"
}
);
_data.Add(
"DemoWorker",
new DemoData()
{
Title = "Demo Worker",
Description = "Joins the default lobby and shows existing rooms.\n" +
"Lets you create or join a room.\n" +
"Instantiates an animated character.\n" +
"Synchronizes position and animation state of character with smoothing.\n" +
"Implements simple in-room Chat via RPC calls.",
Scene = "DemoWorker-Scene"
}
);
_data.Add(
"MovementSmoothing",
new DemoData()
{
Title = "Movement Smoothing",
Description = "Uses ConnectAndJoinRandom script.\n" +
"Shows several basic ways to synchronize positions between controlling client and remote ones.\n" +
"The TransformView is a good default to use.",
Scene = "DemoSynchronization-Scene"
}
);
_data.Add(
"BasicTutorial",
new DemoData()
{
Title = "Basic Tutorial",
Description = "All custom code for connection, player and scene management.\n" +
"Auto synchronization of room levels.\n" +
"Uses PhotonAnimatoView for Animator synch.\n" +
"New Unity UI all around, for Menus and player health HUD.\n" +
"Full step by step tutorial available online.",
Scene = "PunBasics-Launcher" ,
TutorialLink = "https://doc.photonengine.com/en-us/pun/v2/demos-and-tutorials/pun-basics-tutorial/intro"
}
);
_data.Add(
"OwnershipTransfer",
new DemoData()
{
Title = "Ownership Transfer",
Description = "Shows how to transfer the ownership of a PhotonView.\n" +
"The owner will send position updates of the GameObject.\n" +
"Transfer can be edited per PhotonView and set to Fixed (no transfer), Request (owner has to agree) or Takeover (owner can't object).",
Scene = "DemoChangeOwner-Scene"
}
);
_data.Add(
"PickupTeamsScores",
new DemoData()
{
Title = "Pickup, Teams, Scores",
Description = "Uses ConnectAndJoinRandom script.\n" +
"Implements item pickup with RPCs.\n" +
"Uses Custom Properties for Teams.\n" +
"Counts score per player and team.\n" +
"Uses Player extension methods for easy Custom Property access.",
Scene = "DemoPickup-Scene"
}
);
_data.Add(
"Chat",
new DemoData()
{
Title = "Chat",
Description = "Uses the Chat API.\n" +
"Simple UI.\n" +
"You can enter any User ID.\n" +
"Automatically subscribes some channels.\n" +
"Allows simple commands via text.\n" +
"\n" +
"Requires configuration of Chat App ID in ServerSettings.",
Scene = "DemoChat-Scene",
DocLink = "http://j.mp/2iwQkPJ"
}
);
_data.Add(
"RPGMovement",
new DemoData()
{
Title = "RPG Movement",
Description = "Demonstrates how to use the PhotonTransformView component to synchronize position updates smoothly using inter- and extrapolation.\n" +
"\n" +
"This demo also shows how to setup a Mecanim Animator to update animations automatically based on received position updates (without sending explicit animation updates).",
Scene = "DemoRPGMovement-Scene"
}
);
_data.Add(
"MecanimAnimations",
new DemoData()
{
Title = "Mecanim Animations",
Description = "This demo shows how to use the PhotonAnimatorView component to easily synchronize Mecanim animations.\n" +
"\n" +
"It also demonstrates another feature of the PhotonTransformView component which gives you more control how position updates are inter-/extrapolated by telling the component how fast the object moves and turns using SetSynchronizedValues().",
Scene = "DemoMecanim-Scene"
}
);
_data.Add(
"2DGame",
new DemoData()
{
Title = "2D Game Demo",
Description = "Synchronizes animations, positions and physics in a 2D scene.",
Scene = "Demo2DJumpAndRunWithPhysics-Scene"
}
);
_data.Add(
"FriendsAndAuth",
new DemoData()
{
Title = "Friends & Authentication",
Description = "Shows connect with or without (server-side) authentication.\n" +
"\n" +
"Authentication requires minor server-side setup (in Dashboard).\n" +
"\n" +
"Once connected, you can find (made up) friends.\nJoin a room just to see how that gets visible in friends list.",
Scene = "DemoFriends-Scene"
}
);
_data.Add(
"TurnBasedGame",
new DemoData()
{
Title = "'Rock Paper Scissor' Turn Based Game",
Description = "Demonstrate TurnBased Game Mechanics using PUN.\n" +
"\n" +
"It makes use of the TurnBasedManager Utility Script",
Scene = "DemoRPS-Scene"
}
);
_data.Add(
"Asteroids",
new DemoData()
{
Title = "Asteroids",
Description = "Simple asteroid game based on the Unity learning asset.\n",
Scene = "DemoAsteroids-LobbyScene"
}
);
_data.Add(
"SlotRacer",
new DemoData()
{
Title = "Slot Racer",
Description = "Simple SlotRacing game.\n",
Scene = "SlotCar-Scene"
}
);
_data.Add(
"LoadBalancing",
new DemoData()
{
Title = "Load Balancing",
Description = "Shows how to use the raw LoadBalancing system.\n" +
"\n" +
"This is a simple test scene to connect and join a random room, without using PUN but the actual LoadBalancing api only",
Scene = "DemoLoadBalancing-Scene"
}
);
_data.Add(
"PunCockpit",
new DemoData()
{
Title = "Cockpit",
Description = "Controls most aspect of PUN.\n" +
"Connection, Lobby, Room access, Player control",
Scene = "PunCockpit-Scene"
}
);
}
public void SelectDemo(string Reference)
{
currentSelection = Reference;
TitleText.text = _data[currentSelection].Title;
DescriptionText.text = _data[currentSelection].Description;
OpenSceneButton.SetActive(!string.IsNullOrEmpty(_data[currentSelection].Scene));
OpenTutorialLinkButton.SetActive(!string.IsNullOrEmpty(_data[currentSelection].TutorialLink));
OpenDocLinkButton.SetActive(!string.IsNullOrEmpty(_data[currentSelection].DocLink));
}
public void OpenScene()
{
if (string.IsNullOrEmpty(currentSelection))
{
Debug.LogError("Bad setup, a CurrentSelection is expected at this point");
return;
}
SceneManager.LoadScene(_data[currentSelection].Scene);
}
public void OpenTutorialLink()
{
if (string.IsNullOrEmpty(currentSelection))
{
Debug.LogError("Bad setup, a CurrentSelection is expected at this point");
return;
}
Application.OpenURL(_data[currentSelection].TutorialLink);
}
public void OpenDocLink()
{
if (string.IsNullOrEmpty(currentSelection))
{
Debug.LogError("Bad setup, a CurrentSelection is expected at this point");
return;
}
Application.OpenURL(_data[currentSelection].DocLink);
}
public void OpenMainWebLink()
{
Application.OpenURL(MainDemoWebLink);
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ToDemoHubButton.cs" company="Exit Games GmbH">
// Part of: Photon Unity Demos
// </copyright>
// <summary>
// Present a button on all launched demos from hub to allow getting back to the demo hub.
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.EventSystems;
namespace Photon.Pun.Demo.Hub
{
/// <summary>
/// Present a button on all launched demos from hub to allow getting back to the demo hub.
/// </summary>
public class ToDemoHubButton : MonoBehaviour
{
private static ToDemoHubButton instance;
CanvasGroup _canvasGroup;
public static ToDemoHubButton Instance
{
get
{
if (instance == null)
{
instance = FindObjectOfType(typeof (ToDemoHubButton)) as ToDemoHubButton;
}
return instance;
}
}
public void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
}
}
// Use this for initialization
public void Start()
{
DontDestroyOnLoad(gameObject);
_canvasGroup = GetComponent<CanvasGroup>();
}
public void Update()
{
bool sceneZeroLoaded = false;
#if UNITY_5 && !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2 || UNITY_5_3_OR_NEWER
sceneZeroLoaded = SceneManager.GetActiveScene().buildIndex == 0;
#else
sceneZeroLoaded = Application.loadedLevel == 0;
#endif
if (sceneZeroLoaded && _canvasGroup.alpha!= 0f)
{
_canvasGroup.alpha = 0f;
_canvasGroup.interactable = false;
}
if (!sceneZeroLoaded && _canvasGroup.alpha!= 1f)
{
_canvasGroup.alpha = 1f;
_canvasGroup.interactable = true;
}
}
public void BackToHub()
{
PhotonNetwork.Disconnect();
SceneManager.LoadScene(0);
}
}
}

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