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Unity/photon/pun1/helloworld

提供: 初心者エンジニアの簡易メモ
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ロビーと部屋に入る

  1. importしたプロジェクト内のPhotonUnityNetwork/Resource/PhotonServerSettingのInspectorを開く
  2. AutoJoinLobbyにチェックを入れる
  3. ヒエラルキーにGameObjectを作成して
  4. 以下LobbyScene.csを貼り付ける
  5. 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 ();

参考

http://sleepnel.hatenablog.com/entry/2016/05/29/120200