「Unity/photon/pun2/helloworld」の版間の差分
提供: 初心者エンジニアの簡易メモ
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公式マニュアル:https://doc-api.photonengine.com/ja-jp/pun/current/class_photon_1_1_pun_1_1_mono_behaviour_pun_callbacks.html | 公式マニュアル:https://doc-api.photonengine.com/ja-jp/pun/current/class_photon_1_1_pun_1_1_mono_behaviour_pun_callbacks.html | ||
− | OnCreatedRoom() | + | OnCreatedRoom() |
このクライアントがルームを作成して入室すると呼び出されます。 OnJoinedRoom ()も呼び出されます | このクライアントがルームを作成して入室すると呼び出されます。 OnJoinedRoom ()も呼び出されます |
2023年1月17日 (火) 20:03時点における版
LobbyScene.cs
using UnityEngine; using UnityEngine.UI; public class LobbyScene : MonoBehaviour { PhotonManager manager; void Start() { GameObject.Find("InputField").GetComponent<InputField>().text = "room1"; GameObject.Find("Button").GetComponent<Button>().onClick.AddListener(OnClick); } void OnClick() { string roomId = GameObject.Find("InputField").GetComponent<InputField>().text; manager = PhotonManager.Instance; manager.roomId = roomId; manager.userId = "user" + Random.RandomRange(1, 1000); manager.ConnectStart(); } }
PhotonManager.cs
using System.Collections.Generic; using Photon.Pun; using Photon.Realtime; using UnityEngine; using UnityEngine.SceneManagement; using System.Linq; public class PhotonManager : MonoBehaviourPunCallbacks { public string roomId = "room1"; public string userId = "user1"; private static PhotonManager mInstance; private PhotonManager() { } public static PhotonManager Instance { get { if (mInstance == null) { GameObject go = new GameObject("PhotonManager"); mInstance = go.AddComponent<PhotonManager>(); } return mInstance; } } public void ConnectStart() { Debug.Log("ConnectStart"); if (PhotonNetwork.IsConnected == false) { PhotonNetwork.ConnectUsingSettings(); PhotonNetwork.GameVersion = "v1.0"; } } // マスターサーバーに接続した時 public override void OnConnectedToMaster() { Debug.Log("OnConnectedToMaster"); if (PhotonNetwork.IsConnected) { PhotonNetwork.JoinLobby(); } } public override void OnJoinedLobby() { Debug.Log("OnJoinedLobby"); // PhotonNetwork.JoinRandomRoom(); CreateRoom(); } public void CreateRoom() { string userName = "ユーザ" + userId; ExitGames.Client.Photon.Hashtable customProp = new ExitGames.Client.Photon.Hashtable(); customProp.Add("userName", userName); customProp.Add("userId", userId); PhotonNetwork.SetPlayerCustomProperties(customProp); RoomOptions roomOptions = new RoomOptions(); roomOptions.CustomRoomProperties = customProp; roomOptions.CustomRoomPropertiesForLobby = new string[] { "userName", "userId" }; roomOptions.MaxPlayers = 5; // 部屋の最大人数 roomOptions.IsOpen = true; // 入室許可する roomOptions.IsVisible = true; // ロビーから見えるようにする PhotonNetwork.JoinOrCreateRoom(roomId, roomOptions, null); } public void JoinPrivateRoom(string roomName) { PhotonNetwork.JoinRoom("p" + roomName); JoinPrivateRoomName = roomName; } // JoinRoom()呼び出し、失敗時 public override void OnJoinRoomFailed(short returnCode, string message) { Debug.Log("PhotonManager OnPhotonJoinRoomFailed " + returnCode + " " + message); } // ルーム入室した時 public override void OnJoinedRoom() { Debug.Log("OnJoinedRoom"); RoomInfo r = PhotonNetwork.CurrentRoom; Debug.Log("roomname=" + r.Name); // 部屋名 Debug.Log("PlayerCount=" + r.PlayerCount); // 現在の人数 Debug.Log("maxPlayer=" + r.MaxPlayers); // 最大人数 Debug.Log("userId=" + userId); SceneManager.LoadScene("RpcViewScene"); } public override void OnRoomListUpdate(List<RoomInfo> roomList) { Debug.Log("OnRoomListUpdate"); List<RoomInfo> tmpRoomList = roomList.Where(s => s.IsOpen).ToList(); if (tmpRoomList.Count == 0) { Debug.Log("ルームが一つもありません"); } else { foreach (RoomInfo room in tmpRoomList) { Debug.Log("RoomName:" + room.Name); Debug.Log("PlayerName:" + room.CustomProperties["PlayerName"]); } } } public override void OnJoinRandomFailed(short returnCode, string message) { string userName = "ユーザ" + userId; ExitGames.Client.Photon.Hashtable customProp = new ExitGames.Client.Photon.Hashtable(); customProp.Add("userName", userName); customProp.Add("userId", userId); PhotonNetwork.SetPlayerCustomProperties(customProp); RoomOptions roomOptions = new RoomOptions(); roomOptions.CustomRoomProperties = customProp; roomOptions.CustomRoomPropertiesForLobby = new string[] { "userName", "userId" }; roomOptions.MaxPlayers = 2; // 部屋の最大人数 roomOptions.IsOpen = true; // 入室許可する roomOptions.IsVisible = true; // ロビーから見えるようにする // roomnameをnullとすると7d60e607-263f-4360-8bf9-51b3d4ae2348な感じのnameになる PhotonNetwork.CreateRoom(null, roomOptions, null); } // 自分以外が入室 public override void OnPlayerEnteredRoom(Player player) { Debug.Log("OnPlayerEnteredRoom " + player.NickName + " is joined."); // PhotonNetwork.PlayerListOthers } // 自分でないメンバーを一人返す public string OtherMemberName() { foreach (var p in PhotonNetwork.PlayerListOthers) { if (!PhotonNetwork.NickName.Equals(p.NickName)) { return p.NickName; } } return ""; } public void Disconnect() { if (PhotonNetwork.IsConnected) { PhotonNetwork.LeaveRoom(); } PhotonNetwork.Disconnect(); } }
その他
OnCreatedRoom()
このクライアントがルームを作成して入室すると呼び出されます。 OnJoinedRoom ()も呼び出されます