using System;
using UnityEngine;
using System.Collections;
///
/// 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).
///
public class ConnectAndJoinRandom : Photon.MonoBehaviour
{
/// Connect automatically? If false you can set this to true later on or call ConnectUsingSettings in your own scripts.
public bool AutoConnect = true;
public byte Version = 1;
/// if we don't want to connect in Start(), we have to "remember" if we called ConnectUsingSettings()
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 + "."+Application.loadedLevel);
}
}
// to react to events "connected" and (expected) error "failed to join random room", we implement some methods. PhotonNetworkingMessage lists all available methods!
public virtual void OnConnectedToMaster()
{
if (PhotonNetwork.networkingPeer.AvailableRegions != null) Debug.LogWarning("List of available regions counts " + PhotonNetwork.networkingPeer.AvailableRegions.Count + ". First: " + PhotonNetwork.networkingPeer.AvailableRegions[0] + " \t Current Region: " + PhotonNetwork.networkingPeer.CloudRegion);
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 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");
}
public void OnJoinedLobby()
{
Debug.Log("OnJoinedLobby(). Use a GUI to show existing rooms available in PhotonNetwork.GetRoomList().");
}
}