Implements teams in a room/game with help of player properties. Access them by Player.GetTeam extension. More...
Inherits MonoBehaviourPunCallbacks.
Public Types | |
enum | Team : byte |
Enum defining the teams available. First team should be neutral (it's the default value any field of this enum gets). More... | |
Public Member Functions | |
void | Start () |
override void | OnDisable () |
override void | OnJoinedRoom () |
Needed to update the team lists when joining a room. More... | |
override void | OnLeftRoom () |
Called when the local user/client left a room, so the game's logic can clean up it's internal state. More... | |
override void | OnPlayerPropertiesUpdate (Player targetPlayer, Hashtable changedProps) |
Refreshes the team lists. It could be a non-team related property change, too. More... | |
override void | OnPlayerLeftRoom (Player otherPlayer) |
Called when a remote player left the room or became inactive. Check otherPlayer.IsInactive. More... | |
override void | OnPlayerEnteredRoom (Player newPlayer) |
Called when a remote player entered the room. This Player is already added to the playerlist. More... | |
void | UpdateTeams () |
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virtual void | OnEnable () |
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 | 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 | 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... | |
Static Public Attributes | |
static Dictionary< Team, List< Player > > | PlayersPerTeam |
The main list of teams with their player-lists. Automatically kept up to date. More... | |
const string | TeamPlayerProp = "team" |
Defines the player custom property name to use for team affinity of "this" player. More... | |
Additional Inherited Members | |
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PhotonView | photonView [get] |
A cached reference to a PhotonView on this GameObject. More... | |
Implements teams in a room/game with help of player properties. Access them by Player.GetTeam extension.
Teams are defined by enum Team. Change this to get more / different teams. There are no rules when / if you can join a team. You could add this in JoinTeam or something.
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Enum defining the teams available. First team should be neutral (it's the default value any field of this enum gets).
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virtual |
Needed to update the team lists when joining a room.
Called by PUN. See enum MonoBehaviourPunCallbacks for an explanation.
Reimplemented from MonoBehaviourPunCallbacks.
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Called when the local user/client left a room, so the game's logic can clean up it's internal state.
When leaving a room, the LoadBalancingClient will disconnect the Game Server and connect to the Master Server. This wraps up multiple internal actions.
Wait for the callback OnConnectedToMaster, before you use lobbies and join or create rooms.
Reimplemented from MonoBehaviourPunCallbacks.
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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 MonoBehaviourPunCallbacks.
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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 MonoBehaviourPunCallbacks.
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virtual |
Refreshes the team lists. It could be a non-team related property change, too.
Called by PUN. See enum MonoBehaviourPunCallbacks for an explanation.
Reimplemented from MonoBehaviourPunCallbacks.
The main list of teams with their player-lists. Automatically kept up to date.
Note that this is static. Can be accessed by PunTeam.PlayersPerTeam. You should not modify this.
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static |
Defines the player custom property name to use for team affinity of "this" player.