Unity/photon/pun1/helloworld
提供: 初心者エンジニアの簡易メモ
ロビーと部屋に入る
- importしたプロジェクト内のPhotonUnityNetwork/Resource/PhotonServerSettingのInspectorを開く
- AutoJoinLobbyにチェックを入れる
- ヒエラルキーにGameObjectを作成して
- 以下LobbyScene.csを貼り付ける
- 以下PhotonManager.csをシングルトンで作成
LobbyScene.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class LobbyScene : MonoBehaviour { PhotonManager manager; // Use this for initialization void Start () { manager = PhotonManager.Instance; manager.userId = "user1"; manager.roomId = "room1"; manager.Start (); } // Update is called once per frame void Update () { } }
PhotonManager.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PhotonManager : Photon.MonoBehaviour { private static PhotonManager mInstance; public string userId = "user1"; public string roomId = "room1"; private PhotonManager () { } public static PhotonManager Instance { get { if (mInstance == null) { GameObject go = new GameObject("PhotonManager"); mInstance = go.AddComponent<PhotonManager>(); } return mInstance; } } // Use this for initialization public void Start () { PhotonNetwork.ConnectUsingSettings("v1.0"); } // Update is called once per frame void Update () { } void OnJoinedLobby () { Debug.Log ("OnJoinedLobby"); CreateRoom (); } public void CreateRoom(){ string userName = "ユーザ" + userId; PhotonNetwork.autoCleanUpPlayerObjects = true; // 離脱後自動破棄するかどうか 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); } // ルーム入室した時 void OnJoinedRoom() { Debug.Log ("OnJoinedRoom"); } // ルーム一覧が取れた時 void OnReceivedRoomListUpdate(){ RoomInfo[] rooms = PhotonNetwork.GetRoomList(); // 注意:OnReceivedRoomListUpdate()が呼ばれた以後でしか取得できない if (rooms.Length == 0) { Debug.Log ("ルームが一つもありません"); } else { foreach (RoomInfo room in rooms) { Debug.Log ("RoomName:" + room.name); Debug.Log ("userName:" + room.customProperties["userName"]); Debug.Log ("userId:" + room.customProperties["userId"]); } } } }
接続を検証するために1つはプレビュー版、もう一つはアプリにビルドしたものを動作させておく。
部屋の詳細
RoomInfo r = PhotonNetwork.room; 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
ランダムで部屋に入る
PhotonNetwork.JoinRandomRoom();
void OnPhotonRandomJoinFailed(){ 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1234e607-263f-4360-8bf9-51b3d4ae2348な感じのnameになる PhotonNetwork.CreateRoom (null, roomOptions, null); }
既にある部屋に入る
PhotonNetwork.JoinRoom("room1");
部屋から抜ける
PhotonNetwork.LeaveRoom ();
切断
PhotonNetwork.Disconnect ();