Launch manager. Connect, join a random room or create one if none or all full. More...

Public Member Functions | |
void | Connect () |
Start the connection process. More... | |
override void | OnConnectedToMaster () |
Called after the connection to the master is established and authenticated More... | |
override void | OnJoinRandomFailed (short returnCode, string message) |
Called when a JoinRandom() call failed. The parameter provides ErrorCode and message. More... | |
override void | OnDisconnected (DisconnectCause cause) |
Called after disconnecting from the Photon server. More... | |
override void | OnJoinedRoom () |
Called when entering a room (by creating or joining it). Called on all clients (including the Master Client). More... | |
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virtual void | OnEnable () |
virtual void | OnDisable () |
virtual void | OnConnected () |
Called to signal that the raw connection got established but before the client can call operation on the server. More... | |
virtual void | OnLeftRoom () |
Called when the local user/client left a room, so the game's logic can clean up it's internal state. More... | |
virtual void | OnMasterClientSwitched (Player newMasterClient) |
Called after switching to a new MasterClient when the current one leaves. More... | |
virtual void | OnCreateRoomFailed (short returnCode, string message) |
Called when the server couldn't create a room (OpCreateRoom failed). More... | |
virtual void | OnJoinRoomFailed (short returnCode, string message) |
Called when a previous OpJoinRoom call failed on the server. More... | |
virtual void | OnCreatedRoom () |
Called when this client created a room and entered it. OnJoinedRoom() will be called as well. More... | |
virtual void | OnJoinedLobby () |
Called on entering a lobby on the Master Server. The actual room-list updates will call OnRoomListUpdate. More... | |
virtual void | OnLeftLobby () |
Called after leaving a lobby. More... | |
virtual void | OnRegionListReceived (RegionHandler regionHandler) |
Called when the Name Server provided a list of regions for your title. More... | |
virtual void | OnRoomListUpdate (List< RoomInfo > roomList) |
Called for any update of the room-listing while in a lobby (InLobby) on the Master Server. More... | |
virtual void | OnPlayerEnteredRoom (Player newPlayer) |
Called when a remote player entered the room. This Player is already added to the playerlist. More... | |
virtual void | OnPlayerLeftRoom (Player otherPlayer) |
Called when a remote player left the room or became inactive. Check otherPlayer.IsInactive. More... | |
virtual void | OnRoomPropertiesUpdate (Hashtable propertiesThatChanged) |
Called when a room's custom properties changed. The propertiesThatChanged contains all that was set via Room.SetCustomProperties. More... | |
virtual void | OnPlayerPropertiesUpdate (Player targetPlayer, Hashtable changedProps) |
Called when custom player-properties are changed. Player and the changed properties are passed as object[]. More... | |
virtual void | OnFriendListUpdate (List< FriendInfo > friendList) |
Called when the server sent the response to a FindFriends request. More... | |
virtual void | OnCustomAuthenticationResponse (Dictionary< string, object > data) |
Called when your Custom Authentication service responds with additional data. More... | |
virtual void | OnCustomAuthenticationFailed (string debugMessage) |
Called when the custom authentication failed. Followed by disconnect! More... | |
virtual void | OnWebRpcResponse (OperationResponse response) |
Called when the response to a WebRPC is available. See LoadBalancingClient.OpWebRpc. More... | |
virtual void | OnLobbyStatisticsUpdate (List< TypedLobbyInfo > lobbyStatistics) |
Called when the Master Server sent an update for the Lobby Statistics. More... | |
virtual void | OnErrorInfo (ErrorInfo errorInfo) |
Called when the client receives an event from the server indicating that an error happened there. More... | |
Additional Inherited Members | |
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PhotonView | photonView [get] |
A cached reference to a PhotonView on this GameObject. More... | |
Detailed Description
Launch manager. Connect, join a random room or create one if none or all full.
Member Function Documentation
◆ Connect()
void Photon.Pun.Demo.PunBasics.Launcher.Connect | ( | ) |
Start the connection process.
- If already connected, we attempt joining a random room
- if not yet connected, Connect this application instance to Photon Cloud Network
◆ OnConnectedToMaster()
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virtual |
Called after the connection to the master is established and authenticated
Reimplemented from Photon.Pun.MonoBehaviourPunCallbacks.
◆ OnDisconnected()
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virtual |
Called after disconnecting from the Photon server.
Reimplemented from Photon.Pun.MonoBehaviourPunCallbacks.
◆ OnJoinedRoom()
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virtual |
Called when entering a room (by creating or joining it). Called on all clients (including the Master Client).
This method is commonly used to instantiate player characters. If a match has to be started "actively", you can call an PunRPC triggered by a user's button-press or a timer.
When this is called, you can usually already access the existing players in the room via PhotonNetwork.PlayerList. Also, all custom properties should be already available as Room.customProperties. Check Room..PlayerCount to find out if enough players are in the room to start playing.
Reimplemented from Photon.Pun.MonoBehaviourPunCallbacks.
◆ OnJoinRandomFailed()
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virtual |
Called when a JoinRandom() call failed. The parameter provides ErrorCode and message.
Most likely all rooms are full or no rooms are available.
Reimplemented from Photon.Pun.MonoBehaviourPunCallbacks.
The documentation for this class was generated from the following file:
- 3rd-Party/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/Launcher.cs