I am trying to create a simple 2D Turn based multiplayer game using Photon Unity Networking. It is just a simple turn based game where a player 1(host) presses his button and it adds his score and changes its turn to player 2(client) who presses his button to add score and change turn to player 1. It continues to infinite. I was able to connect two players in the game using the basic Photon documentation. Now I need to add the networking logic of taking turns and changing them. I searched the internet but I can’t understand the RPC and SerializeView of Photon. I am really confused with that. Please Help me. Thank you in future. Here is my GameManager Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : Photon.PunBehaviour
{
public Text roomName;
public Text player1Name,player2Name;
public List<string> playersConnected = new List<string>();
int scoreP1 = 0, scoreP2 = 0;
public Text scoreTextP1, scoreTextP2;
public Button p1Btn, p2Btn;
int playerTurn = 1;
void Start()
{
roomName.text = SceneManager.GetActiveScene().name;
p2Btn.gameObject.SetActive(false);
p1Btn.gameObject.SetActive(true);
}
public void AddScoreP1()
{
scoreP1++;
scoreTextP1.text = scoreP1.ToString();
ChangePlayerTurn();
}
public void AddScoreP2()
{
scoreP2++;
scoreTextP2.text = scoreP2.ToString();
ChangePlayerTurn();
}
void ChangePlayerTurn()
{
if (playerTurn == 1)
{
playerTurn = 2;
p2Btn.gameObject.SetActive(true);
p1Btn.gameObject.SetActive(false);
}
else
{
playerTurn = 1;
p1Btn.gameObject.SetActive(true);
p2Btn.gameObject.SetActive(false);
}
print("Player Turn: P" + playerTurn);
}
void LoadArena()
{
if (!PhotonNetwork.isMasterClient)
{
Debug.LogError("PhotonNetwork : Trying to Load a level but we are not the master Client");
}
Debug.Log("PhotonNetwork : Loading Level : " + PhotonNetwork.room.PlayerCount);
PhotonNetwork.LoadLevel("Room for " + PhotonNetwork.room.PlayerCount);
}
public override void OnLeftRoom()
{
SceneManager.LoadScene(0);
}
public void LeaveRoom()
{
PhotonNetwork.LeaveRoom();
}
public override void OnPhotonPlayerConnected(PhotonPlayer other)
{
Debug.Log("OnPhotonPlayerConnected() " + other.NickName); // not seen if you're the player connecting
foreach (PhotonPlayer _player in PhotonNetwork.playerList)
{
playersConnected.Add(other.NickName);
}
if (PhotonNetwork.isMasterClient)
{
Debug.Log("OnPhotonPlayerConnected isMasterClient " + PhotonNetwork.isMasterClient); // called before OnPhotonPlayerDisconnected
LoadArena();
}
}
public override void OnPhotonPlayerDisconnected(PhotonPlayer other)
{
Debug.Log("OnPhotonPlayerDisconnected() " + other.NickName); // seen when other disconnects
foreach (PhotonPlayer _player in PhotonNetwork.playerList)
{
playersConnected.Remove(other.NickName);
}
if (PhotonNetwork.isMasterClient)
{
Debug.Log("OnPhotonPlayerDisonnected isMasterClient " + PhotonNetwork.isMasterClient); // called before OnPhotonPlayerDisconnected
LoadArena();
}
}
}