
Public Member Functions | |
override void | OnLeftRoom () |
Called when the local player left the room. We need to load the launcher scene. More... | |
override void | OnPlayerEnteredRoom (Player other) |
Called when a remote player entered the room. This Player is already added to the playerlist. More... | |
override void | OnPlayerLeftRoom (Player other) |
Called when a remote player left the room or became inactive. Check otherPlayer.IsInactive. More... | |
void | LeaveRoom () |
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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 | 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 | OnDisconnected (DisconnectCause cause) |
Called after disconnecting from the Photon server. It could be a failure or intentional 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 | OnJoinedRoom () |
Called when the LoadBalancingClient entered a room, no matter if this client created it or simply joined. More... | |
virtual void | OnJoinRandomFailed (short returnCode, string message) |
Called when a previous OpJoinRandom call failed on the server. More... | |
virtual void | OnConnectedToMaster () |
Called when the client is connected to the Master Server and ready for matchmaking and other tasks. 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... | |
Public Attributes | |
GameObject | playerPrefab |
Additional Inherited Members | |
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PhotonView | photonView [get] |
A cached reference to a PhotonView on this GameObject. More... | |
Member Function Documentation
◆ LeaveRoom()
void Vroom.Photon.GameManager.LeaveRoom | ( | ) |
◆ OnLeftRoom()
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virtual |
Called when the local player left the room. We need to load the launcher scene.
Reimplemented from Photon.Pun.MonoBehaviourPunCallbacks.
◆ OnPlayerEnteredRoom()
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virtual |
Called when a remote player entered the room. This Player is already added to the playerlist.
If your game starts with a certain number of players, this callback can be useful to check the Room.playerCount and find out if you can start.
Reimplemented from Photon.Pun.MonoBehaviourPunCallbacks.
◆ OnPlayerLeftRoom()
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virtual |
Called when a remote player left the room or became inactive. Check otherPlayer.IsInactive.
If another player leaves the room or if the server detects a lost connection, this callback will be used to notify your game logic.
Depending on the room's setup, players may become inactive, which means they may return and retake their spot in the room. In such cases, the Player stays in the Room.Players dictionary.
If the player is not just inactive, it gets removed from the Room.Players dictionary, before the callback is called.
Reimplemented from Photon.Pun.MonoBehaviourPunCallbacks.
Member Data Documentation
◆ playerPrefab
GameObject Vroom.Photon.GameManager.playerPrefab |
The documentation for this class was generated from the following file:
- Script/Network/GameManager.cs