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「Unity/photon/pun1/chat」の版間の差分

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(ページの作成:「==サンプル== using System.Collections; using System.Collections.Generic; using UnityEngine; using ExitGames.Client.Photon.Chat; using ExitGames.Client.Photon; p...」)
 
行1: 行1:
 
==サンプル==
 
==サンプル==
using System.Collections;
+
PhotonChatManager.cs
using System.Collections.Generic;
+
<pre>
using UnityEngine;
+
using System.Collections;
using ExitGames.Client.Photon.Chat;
+
using System.Collections.Generic;
using ExitGames.Client.Photon;
+
using UnityEngine;
public class ChatScript : MonoBehaviour, IChatClientListener {
+
using Photon.Chat;
public static ChatScript instance;
+
using ExitGames.Client.Photon;
public ChatClient chatClient;
+
private ConnectionProtocol connectionProtocol = ConnectionProtocol.Udp;
+
private ExitGames.Client.Photon.Chat.AuthenticationValues authValues = new ExitGames.Client.Photon.Chat.AuthenticationValues();
+
private string channelName;
+
public string GetChannelName()
+
{
+
return channelName;
+
}
+
// Use this for initialization
+
void Start () {
+
//Singleton pattern
+
instance = this;
+
chatClient = new ChatClient (this, connectionProtocol);
+
chatClient.ChatRegion = "EU";
+
authValues.UserId = "guest1"; // PhotonNetwork.playerName;
+
authValues.AuthType = ExitGames.Client.Photon.Chat.CustomAuthenticationType.None;
+
chatClient.Connect(this.appId, "4.2", authValues); // PhotonNetwork.PhotonServerSettings.ChatAppID
+
channelName = "channel" ; // PhotonNetwork.room.Name
+
}
+
// Update is called once per frame
+
void Update () {
+
if (chatClient != null) chatClient.Service();
+
}
+
public void PublishMessage(string channelName, string message)
+
{
+
chatClient.PublishMessage(channelName, message);
+
}
+
public void DebugReturn(DebugLevel level, string message)
+
{
+
Debug.Log("Debug level "+ level);
+
Debug.Log("Message " + message);
+
}
+
public void OnChatStateChange(ChatState state)
+
{
+
Debug.Log("Chat state: " + state);
+
}
+
public void OnConnected()
+
{
+
chatClient.Subscribe(new string[] { channelName });
+
+
}
+
public void OnDisconnected()
+
{
+
if (chatClient != null) chatClient.Disconnect();
+
}
+
public void OnGetMessages(string channelName, string[] senders, object[] messages)
+
{
+
int msgCount = messages.Length;
+
for (int i = 0; i < msgCount; i++) {
+
string sender = senders[i];
+
string msg = (string)messages[i];
+
Debug.Log(sender + ": " + msg);
+
}
+
}
+
public void OnPrivateMessage(string sender, object message, string channelName)
+
{
+
// throw new NotImplementedException();
+
}
+
public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
+
{
+
Debug.Log("user: " + user);
+
Debug.Log("status: " + status);
+
Debug.Log("gotMessage: " + gotMessage);
+
Debug.Log("message: " + message);
+
}
+
public void OnSubscribed(string[] channels, bool[] results)
+
{
+
Debug.Log("Suscribed to channel");
+
// sumple送信
+
PublishMessage( channelName, "So Long, and Thanks for All the Fish!" );
+
}
+
public void OnUnsubscribed(string[] channels)
+
{
+
Debug.Log("Unsubscribed");
+
}
+
}
+
  
一応上記で送信まで行けた。
+
public class PhotonChatManager : MonoBehaviour, IChatClientListener
 +
{
 +
    static PhotonChatManager mInstance;
  
注意:PhotonUnityNetworkプラグインもimportするとAccountServiceクラスが2重になるなどのエラーが出る。
+
/*
 +
    public string[] ChannelsToJoinOnConnect; // set in inspector. Demo channels to join automatically.
  
 +
    public string[] FriendsList;
 +
 +
    public int HistoryLengthToFetch; // set in inspector. Up to a certain degree, previously sent messages can be fetched for context
 +
 +
    public string UserName { get; set; }
 +
 +
    private string selectedChannelName; // mainly used for GUI/input
 +
 +
    public GameObject missingAppIdErrorPanel;
 +
 +
    public GameObject ConnectingLabel;
 +
 +
    public RectTransform ChatPanel;    // set in inspector (to enable/disable panel)
 +
    public GameObject UserIdFormPanel;
 +
    public InputField InputFieldChat;  // set in inspector
 +
    public Text CurrentChannelText;    // set in inspector
 +
    public Toggle ChannelToggleToInstantiate; // set in inspector
 +
    */
 +
 +
public string channelName;
 +
public bool connectFlag = false;
 +
 +
private ChatClient chatClient;
 +
    private ConnectionProtocol connectionProtocol = ConnectionProtocol.Udp;
 +
    private Photon.Chat.AuthenticationValues authValues = new Photon.Chat.AuthenticationValues();
 +
private ChatConnectScene scene;
 +
 +
private PhotonChatManager()
 +
{
 +
}
 +
public static PhotonChatManager Instance
 +
{
 +
get
 +
{
 +
if (mInstance == null)
 +
{
 +
GameObject go = new GameObject("PhotonChatManager");
 +
mInstance = go.AddComponent<PhotonChatManager>();
 +
}
 +
return mInstance;
 +
}
 +
}
 +
public void SetScene(ChatConnectScene obj)
 +
    {
 +
scene = obj;
 +
    }
 +
 +
public void Start()
 +
    {
 +
        if (string.IsNullOrEmpty(PhotonNetwork.PhotonServerSettings.ChatAppID))
 +
        {
 +
            Debug.LogError("You need to set the chat app ID in the PhotonServerSettings file in order to continue.");
 +
            return;
 +
        }
 +
    }
 +
    public void Connect()
 +
{
 +
        chatClient = new ChatClient(this, connectionProtocol);
 +
#if !UNITY_WEBGL
 +
chatClient.UseBackgroundWorkerForSending = true;
 +
#endif
 +
// authValues.UserId = "guest1"; // PhotonNetwork.playerName;
 +
// authValues.UserId = UserManager.Instance.GetName();
 +
authValues.AuthType = Photon.Chat.CustomAuthenticationType.None;
 +
        Debug.Log("Connect " + PhotonNetwork.PhotonServerSettings.ChatAppID);
 +
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.ChatAppID, "4.2", authValues); // PhotonNetwork.PhotonServerSettings.ChatAppID
 +
        channelName = "channelWorld"; // PhotonNetwork.room.Name
 +
    }
 +
    void Update()
 +
    {
 +
        if (chatClient != null) chatClient.Service();
 +
}
 +
// みんなに送信
 +
public void PublishMessage(string channelName, string message)
 +
{
 +
chatClient.PublishMessage(channelName, message);
 +
}
 +
public enum Status
 +
{
 +
Offline,
 +
Online
 +
}
 +
// ステータス設定(ChatUserStatus.Online,ChatUserStatus.Offline)
 +
public void SetOnlineStatus(Status statusMsg, string msg)
 +
{
 +
int status = 0;
 +
if (statusMsg.Equals(Status.Offline))
 +
{
 +
status = ChatUserStatus.Offline;
 +
}
 +
else if (statusMsg.Equals(Status.Online))
 +
{
 +
status = ChatUserStatus.Online;
 +
}
 +
chatClient.SetOnlineStatus(status, msg);
 +
}
 +
 +
// IChatClientListener start
 +
public void DebugReturn(DebugLevel level, string message)
 +
{
 +
Debug.Log("Debug level " + level);
 +
Debug.Log("Message " + message);
 +
}
 +
public void OnChatStateChange(ChatState state)
 +
{
 +
Debug.Log("Chat state: " + state);
 +
}
 +
public void OnConnected()
 +
{
 +
Debug.Log("OnConnected");
 +
// chatClient.Subscribe(new string[] { channelName });
 +
chatClient.Subscribe(channelName, 0, 10); // 履歴10件保存
 +
 +
}
 +
public void OnDisconnected()
 +
{
 +
Debug.Log("OnDisconnected");
 +
if (chatClient != null) chatClient.Disconnect();
 +
if (scene != null)
 +
{
 +
scene.OnDisconnected();
 +
}
 +
}
 +
public void OnGetMessages(string channelName, string[] senders, object[] messages)
 +
{
 +
int msgCount = messages.Length;
 +
Debug.Log("OnGetMessages msgCount=" + msgCount);
 +
for (int i = 0; i < msgCount; i++)
 +
{
 +
string sender = senders[i];
 +
string msg = (string)messages[i];
 +
Debug.Log(sender + ": " + msg);
 +
if (scene != null)
 +
            {
 +
scene.OnChatRecord(sender, msg, i + 1, msgCount);
 +
}
 +
}
 +
}
 +
public void OnPrivateMessage(string sender, object message, string channelName)
 +
{
 +
Debug.Log("OnPrivateMessage");
 +
}
 +
public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
 +
{
 +
Debug.Log("user: " + user);
 +
Debug.Log("status: " + status);
 +
Debug.Log("gotMessage: " + gotMessage);
 +
Debug.Log("message: " + message);
 +
}
 +
public void OnSubscribed(string[] channels, bool[] results)
 +
{
 +
Debug.Log("Suscribed to channel");
 +
if (scene != null)
 +
        {
 +
scene.OnRoomEnter();
 +
}
 +
}
 +
public void OnUnsubscribed(string[] channels)
 +
{
 +
Debug.Log("Unsubscribed");
 +
foreach (string channel in channels)
 +
{
 +
Debug.Log("channel=" + channel);
 +
}
 +
}
 +
 +
public void OnUserSubscribed(string channel, string user)
 +
{
 +
Debug.LogFormat("OnUserSubscribed: channel=\"{0}\" userId=\"{1}\"", channel, user);
 +
}
 +
 +
public void OnUserUnsubscribed(string channel, string user)
 +
{
 +
Debug.LogFormat("OnUserUnsubscribed: channel=\"{0}\" userId=\"{1}\"", channel, user);
 +
}
 +
// IChatClientListener end
 +
 +
}
 +
</pre>
 +
 +
ChatConnectScene.cs
 +
<pre>
 +
using System.Collections;
 +
using System.Collections.Generic;
 +
using UnityEngine;
 +
using UnityEngine.UI;
 +
using UnityEngine.SceneManagement;
 +
 +
 +
public class ChatConnectScene : MonoBehaviour
 +
{
 +
PhotonChatManager manager;
 +
int chatMessageCnt = 0;
 +
 +
void Start()
 +
    {
 +
        manager = PhotonChatManager.Instance;
 +
        manager.SetScene(this);
 +
        manager.Connect();
 +
InitGui();
 +
}
 +
 +
    // Update is called once per frame
 +
    void Update()
 +
    {
 +
       
 +
    }
 +
 +
void InitGui()
 +
{
 +
GameObject.Find("SendButton").GetComponent<Button>().onClick.AddListener(OnClickSend);
 +
OnChatRecord("Sys", "接続中...", 1, 1);
 +
}
 +
// メッセージイベント
 +
public void OnChatRecord(string sender, string message, int num, int sumcnt)
 +
{
 +
Debug.Log("ChatRecordGui num=" + num + " sumcnt=" + sumcnt);
 +
string panelName = "Panel";
 +
for (int i = 0; i <= 9; i++)
 +
{
 +
Destroy(GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content/ChatRecordDummy" + i)); // dummyがあれば、削除
 +
}
 +
 +
GameObject prefab = (GameObject)Resources.Load("ChatRecord");
 +
GameObject content = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content");
 +
 +
Vector3 position = new Vector3(0, 0, 0);
 +
if (sender != "" && message != "")
 +
{
 +
GameObject obj = Instantiate(prefab, position, Quaternion.identity, content.transform);
 +
obj.name = "ChatRecord" + chatMessageCnt;
 +
 +
GameObject msgObj = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content/ChatRecord" + chatMessageCnt + "/MsgText");
 +
GameObject nameObj = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content/ChatRecord" + chatMessageCnt + "/NameText");
 +
msgObj.GetComponent<Text>().text = message;
 +
nameObj.GetComponent<Text>().text = sender;
 +
chatMessageCnt++;
 +
}
 +
if (num == sumcnt)
 +
{
 +
// 下に少し、スペース追加
 +
GameObject prefabDummy = (GameObject)Resources.Load("ScoreDummyPanel");
 +
GameObject objdummy = Instantiate(prefabDummy, position, Quaternion.identity, content.transform);
 +
objdummy.name = "ChatRecordDummy" + Random.Range(0, 9);
 +
}
 +
Invoke("ScrollDown", 0.1f);
 +
}
 +
// 部屋に入るイベント
 +
public void OnRoomEnter()
 +
{
 +
Debug.Log("RoomEnterGui");
 +
OnChatRecord("Sys", "接続しました", 1, 1);
 +
manager.connectFlag = true;
 +
manager.SetOnlineStatus(PhotonChatManager.Status.Online, "");
 +
Debug.Log("manager.connectFlag=" + manager.connectFlag);
 +
}
 +
public void OnDisconnected()
 +
{
 +
Debug.Log("OnDisconnected");
 +
OnChatRecord("Sys", "接続が切れました。", 1, 1);
 +
Invoke("Logout", 3f);
 +
}
 +
void Logout()
 +
{
 +
SceneManager.LoadScene("RoomSelectScene");
 +
}
 +
// スクロール下へ
 +
public void ScrollDown()
 +
{
 +
string panelName = "Panel";
 +
GameObject content = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content");
 +
GameObject scrollObj = GameObject.Find("/Canvas/" + panelName + "/Scroll View/");
 +
ScrollRect scroll = scrollObj.GetComponent<ScrollRect>();
 +
scroll.verticalNormalizedPosition = 0;
 +
content.GetComponent<ContentSizeFitter>().SetLayoutVertical();
 +
 +
}
 +
void OnClickSend()
 +
{
 +
if (!manager.connectFlag) return;
 +
GameObject textObj = GameObject.Find("InputField");
 +
string msg = textObj.GetComponent<InputField>().text;
 +
manager.PublishMessage(manager.channelName, msg);
 +
textObj.GetComponent<InputField>().text = "";
 +
}
 +
void OnClickReturn()
 +
{
 +
manager.SetOnlineStatus(PhotonChatManager.Status.Offline, "Offline");
 +
manager.OnDisconnected();
 +
SceneManager.LoadScene("RoomSelectScene");
 +
}
 +
 +
}
 +
</pre>
 
==参考==
 
==参考==
 
http://answers.unity3d.com/questions/1366044/unity-crashes-when-compiling-this-script-where-is.html
 
http://answers.unity3d.com/questions/1366044/unity-crashes-when-compiling-this-script-where-is.html

2021年1月5日 (火) 22:18時点における版

サンプル

PhotonChatManager.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Chat;
using ExitGames.Client.Photon;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    static PhotonChatManager mInstance;

	/*
    public string[] ChannelsToJoinOnConnect; // set in inspector. Demo channels to join automatically.

    public string[] FriendsList;

    public int HistoryLengthToFetch; // set in inspector. Up to a certain degree, previously sent messages can be fetched for context

    public string UserName { get; set; }

    private string selectedChannelName; // mainly used for GUI/input

    public GameObject missingAppIdErrorPanel;

    public GameObject ConnectingLabel;

    public RectTransform ChatPanel;     // set in inspector (to enable/disable panel)
    public GameObject UserIdFormPanel;
    public InputField InputFieldChat;   // set in inspector
    public Text CurrentChannelText;     // set in inspector
    public Toggle ChannelToggleToInstantiate; // set in inspector
    */

	public string channelName;
	public bool connectFlag = false;

	private ChatClient chatClient;
    private ConnectionProtocol connectionProtocol = ConnectionProtocol.Udp;
    private Photon.Chat.AuthenticationValues authValues = new Photon.Chat.AuthenticationValues();
	private ChatConnectScene scene;

	private PhotonChatManager()
	{
	}
	public static PhotonChatManager Instance
	{
		get
		{
			if (mInstance == null)
			{
				GameObject go = new GameObject("PhotonChatManager");
				mInstance = go.AddComponent<PhotonChatManager>();
			}
			return mInstance;
		}
	}
	public void SetScene(ChatConnectScene obj)
    {
		scene = obj;
    }

	public void Start()
    {
        if (string.IsNullOrEmpty(PhotonNetwork.PhotonServerSettings.ChatAppID))
        {
            Debug.LogError("You need to set the chat app ID in the PhotonServerSettings file in order to continue.");
            return;
        }
    }
    public void Connect()
	{
        chatClient = new ChatClient(this, connectionProtocol);
#if !UNITY_WEBGL
		chatClient.UseBackgroundWorkerForSending = true;
#endif
		// authValues.UserId = "guest1"; // PhotonNetwork.playerName;
		// authValues.UserId = UserManager.Instance.GetName();
		authValues.AuthType = Photon.Chat.CustomAuthenticationType.None;
        Debug.Log("Connect " + PhotonNetwork.PhotonServerSettings.ChatAppID);
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.ChatAppID, "4.2", authValues); // PhotonNetwork.PhotonServerSettings.ChatAppID
        channelName = "channelWorld"; // PhotonNetwork.room.Name
    }
    void Update()
    {
        if (chatClient != null) chatClient.Service();
	}
	// みんなに送信
	public void PublishMessage(string channelName, string message)
	{
		chatClient.PublishMessage(channelName, message);
	}
	public enum Status
	{
		Offline,
		Online
	}
	// ステータス設定(ChatUserStatus.Online,ChatUserStatus.Offline)
	public void SetOnlineStatus(Status statusMsg, string msg)
	{
		int status = 0;
		if (statusMsg.Equals(Status.Offline))
		{
			status = ChatUserStatus.Offline;
		}
		else if (statusMsg.Equals(Status.Online))
		{
			status = ChatUserStatus.Online;
		}
		chatClient.SetOnlineStatus(status, msg);
	}

	// IChatClientListener start
	public void DebugReturn(DebugLevel level, string message)
	{
		Debug.Log("Debug level " + level);
		Debug.Log("Message " + message);
	}
	public void OnChatStateChange(ChatState state)
	{
		Debug.Log("Chat state: " + state);
	}
	public void OnConnected()
	{
		Debug.Log("OnConnected");
		// chatClient.Subscribe(new string[] { channelName });
		chatClient.Subscribe(channelName, 0, 10); // 履歴10件保存

	}
	public void OnDisconnected()
	{
		Debug.Log("OnDisconnected");
		if (chatClient != null) chatClient.Disconnect();
		if (scene != null)
		{
			scene.OnDisconnected();
		}
	}
	public void OnGetMessages(string channelName, string[] senders, object[] messages)
	{
		int msgCount = messages.Length;
		Debug.Log("OnGetMessages msgCount=" + msgCount);
		for (int i = 0; i < msgCount; i++)
		{
			string sender = senders[i];
			string msg = (string)messages[i];
			Debug.Log(sender + ": " + msg);
			if (scene != null)
            {
				scene.OnChatRecord(sender, msg, i + 1, msgCount);
			}
		}
	}
	public void OnPrivateMessage(string sender, object message, string channelName)
	{
		Debug.Log("OnPrivateMessage");
	}
	public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
	{
		Debug.Log("user: " + user);
		Debug.Log("status: " + status);
		Debug.Log("gotMessage: " + gotMessage);
		Debug.Log("message: " + message);
	}
	public void OnSubscribed(string[] channels, bool[] results)
	{
		Debug.Log("Suscribed to channel");
		if (scene != null)
        {
			scene.OnRoomEnter();
		}
	}
	public void OnUnsubscribed(string[] channels)
	{
		Debug.Log("Unsubscribed");
		foreach (string channel in channels)
		{
			Debug.Log("channel=" + channel);
		}
	}

	public void OnUserSubscribed(string channel, string user)
	{
		Debug.LogFormat("OnUserSubscribed: channel=\"{0}\" userId=\"{1}\"", channel, user);
	}

	public void OnUserUnsubscribed(string channel, string user)
	{
		Debug.LogFormat("OnUserUnsubscribed: channel=\"{0}\" userId=\"{1}\"", channel, user);
	}
	// IChatClientListener end

}

ChatConnectScene.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;


public class ChatConnectScene : MonoBehaviour
{
	PhotonChatManager manager;
	int chatMessageCnt = 0;

	void Start()
    {
        manager = PhotonChatManager.Instance;
        manager.SetScene(this);
        manager.Connect();
		InitGui();
	}

    // Update is called once per frame
    void Update()
    {
        
    }

	void InitGui()
	{
		GameObject.Find("SendButton").GetComponent<Button>().onClick.AddListener(OnClickSend);
		OnChatRecord("Sys", "接続中...", 1, 1);
	}
	// メッセージイベント
	public void OnChatRecord(string sender, string message, int num, int sumcnt)
	{
		Debug.Log("ChatRecordGui num=" + num + " sumcnt=" + sumcnt);
		string panelName = "Panel";
		for (int i = 0; i <= 9; i++)
		{
			Destroy(GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content/ChatRecordDummy" + i)); // dummyがあれば、削除
		}

		GameObject prefab = (GameObject)Resources.Load("ChatRecord");
		GameObject content = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content");

		Vector3 position = new Vector3(0, 0, 0);
		if (sender != "" && message != "")
		{
			GameObject obj = Instantiate(prefab, position, Quaternion.identity, content.transform);
			obj.name = "ChatRecord" + chatMessageCnt;

			GameObject msgObj = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content/ChatRecord" + chatMessageCnt + "/MsgText");
			GameObject nameObj = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content/ChatRecord" + chatMessageCnt + "/NameText");
			msgObj.GetComponent<Text>().text = message;
			nameObj.GetComponent<Text>().text = sender;
			chatMessageCnt++;
		}
		if (num == sumcnt)
		{
			// 下に少し、スペース追加
			GameObject prefabDummy = (GameObject)Resources.Load("ScoreDummyPanel");
			GameObject objdummy = Instantiate(prefabDummy, position, Quaternion.identity, content.transform);
			objdummy.name = "ChatRecordDummy" + Random.Range(0, 9);
		}
		Invoke("ScrollDown", 0.1f);
	}
	// 部屋に入るイベント
	public void OnRoomEnter()
	{
		Debug.Log("RoomEnterGui");
		OnChatRecord("Sys", "接続しました", 1, 1);
		manager.connectFlag = true;
		manager.SetOnlineStatus(PhotonChatManager.Status.Online, "");
		Debug.Log("manager.connectFlag=" + manager.connectFlag);
	}
	public void OnDisconnected()
	{
		Debug.Log("OnDisconnected");
		OnChatRecord("Sys", "接続が切れました。", 1, 1);
		Invoke("Logout", 3f);
	}
	void Logout()
	{
		SceneManager.LoadScene("RoomSelectScene");
	}
	// スクロール下へ
	public void ScrollDown()
	{
		string panelName = "Panel";
		GameObject content = GameObject.Find("/Canvas/" + panelName + "/Scroll View/Viewport/Content");
		GameObject scrollObj = GameObject.Find("/Canvas/" + panelName + "/Scroll View/");
		ScrollRect scroll = scrollObj.GetComponent<ScrollRect>();
		scroll.verticalNormalizedPosition = 0;
		content.GetComponent<ContentSizeFitter>().SetLayoutVertical();

	}
	void OnClickSend()
	{
		if (!manager.connectFlag) return;
		GameObject textObj = GameObject.Find("InputField");
		string msg = textObj.GetComponent<InputField>().text;
		manager.PublishMessage(manager.channelName, msg);
		textObj.GetComponent<InputField>().text = "";
	}
	void OnClickReturn()
	{
		manager.SetOnlineStatus(PhotonChatManager.Status.Offline, "Offline");
		manager.OnDisconnected();
		SceneManager.LoadScene("RoomSelectScene");
	}

}

参考

http://answers.unity3d.com/questions/1366044/unity-crashes-when-compiling-this-script-where-is.html