Simple component to call ConnectUsingSettings and to get into a PUN room easily. More...
Inherits MonoBehaviourPunCallbacks.
Public Member Functions | |
void | Start () |
void | ConnectNow () |
override void | OnConnectedToMaster () |
Called when the client is connected to the Master Server and ready for matchmaking and other tasks. More... | |
override void | OnJoinedLobby () |
Called on entering a lobby on the Master Server. The actual room-list updates will call OnRoomListUpdate. More... | |
override void | OnJoinRandomFailed (short returnCode, string message) |
Called when a previous OpJoinRandom call failed on the server. More... | |
override void | OnDisconnected (DisconnectCause cause) |
Called after disconnecting from the Photon server. It could be a failure or intentional More... | |
override void | OnJoinedRoom () |
Called when the LoadBalancingClient entered a room, no matter if this client created it or simply joined. 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 | 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... | |
Public Attributes | |
bool | AutoConnect = true |
Connect automatically? If false you can set this to true later on or call ConnectUsingSettings in your own scripts. More... | |
byte | Version = 1 |
Used as PhotonNetwork.GameVersion. More... | |
byte | MaxPlayers = 4 |
Max number of players allowed in room. Once full, a new room will be created by the next connection attemping to join. More... | |
int | playerTTL = -1 |
Additional Inherited Members | |
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PhotonView | photonView [get] |
A cached reference to a PhotonView on this GameObject. More... | |
Simple component to call ConnectUsingSettings and to get into a PUN room easily.
A custom inspector provides a button to connect in PlayMode, should AutoConnect be false.
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virtual |
Called when the client is connected to the Master Server and ready for matchmaking and other tasks.
The list of available rooms won't become available unless you join a lobby via LoadBalancingClient.OpJoinLobby. You can join rooms and create them even without being in a lobby. The default lobby is used in that case.
Reimplemented from MonoBehaviourPunCallbacks.
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virtual |
Called after disconnecting from the Photon server. It could be a failure or intentional
The reason for this disconnect is provided as DisconnectCause.
Reimplemented from MonoBehaviourPunCallbacks.
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virtual |
Called on entering a lobby on the Master Server. The actual room-list updates will call OnRoomListUpdate.
While in the lobby, the roomlist is automatically updated in fixed intervals (which you can't modify in the public cloud). The room list gets available via OnRoomListUpdate.
Reimplemented from MonoBehaviourPunCallbacks.
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virtual |
Called when the LoadBalancingClient entered a room, no matter if this client created it or simply joined.
When this is called, you can access the existing players in Room.Players, their custom properties and Room.CustomProperties.
In this callback, you could create player objects. For example in Unity, instantiate a prefab for the player.
If you want a match to be started "actively", enable the user to signal "ready" (using OpRaiseEvent or a Custom Property).
Reimplemented from MonoBehaviourPunCallbacks.
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virtual |
Called when a previous OpJoinRandom call failed on the server.
The most common causes are that a room is full or does not exist (due to someone else being faster or closing the room).
When using multiple lobbies (via OpJoinLobby or a TypedLobby parameter), another lobby might have more/fitting rooms.
returnCode | Operation ReturnCode from the server. |
message | Debug message for the error. |
Reimplemented from MonoBehaviourPunCallbacks.
bool AutoConnect = true |
Connect automatically? If false you can set this to true later on or call ConnectUsingSettings in your own scripts.
byte MaxPlayers = 4 |
Max number of players allowed in room. Once full, a new room will be created by the next connection attemping to join.
byte Version = 1 |
Used as PhotonNetwork.GameVersion.