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()."); } }