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@hurr1star
Created January 16, 2018 10:39
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class NetworkManager : MonoBehaviour {
GameObject mainMenu;
// Methode um Serverbindung aufzubauen
public void Connect()
{
Debug.Log ("Connect wird ausgeführt");
// Befehl für die Verbindung zum Photon Network
PhotonNetwork.ConnectUsingSettings("v01");
}
void OnConnectedToMaster()
{
Debug.Log ("Mit Master verbunden. Szene für Lobby laden");
PhotonNetwork.JoinLobby ();
}
void OnJoinedLobby()
{
Debug.Log ("Wir sind mit der Lobby verbunden.");
mainMenu.SetActive (false);
// Zufälligen Raum betreten
PhotonNetwork.JoinRandomRoom();
}
void OnPhotonRandomJoinFailed()
{
PhotonNetwork.CreateRoom(null);
}
void OnJoinedRoom()
{
// Spawn ausführen
Spawn();
}
void Spawn()
{
//int randomX = Random.Range (-8, +8);
//int randomY = Random.Range (-4, +4);
// Erscheinen des Prefabs
PhotonNetwork.Instantiate ("Player", new Vector3(0, 0, 0), Quaternion.identity, 0);
}
// Use this for initialization
void Start () {
mainMenu = GameObject.Find ("MainMenu");
}
// Update is called once per frame
void Update ()
{
// Ausgabe des aktuellen Serverstatus
Debug.Log(PhotonNetwork.connectionStateDetailed.ToString());
// Ausgabe Anzahl weiterer Spieler im Raum
Debug.Log("Anzahl weiterer Spieler: " + PhotonNetwork.otherPlayers.Length);
}
public void SaveNickName()
{
string nickName = GameObject.Find ("NickNameText").GetComponent<Text> ().text.ToString ();
// Nicknamen in der Szene finden und zwischenspeichern
print(nickName);
// Gespeicherten Nicknamen an Photon übergeben
PhotonNetwork.player.NickName = nickName;
}
}
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