Hellooo all i need your help,
Version 1.75 Photon, after update list rooms dont see more after player create room, have 1 room il lobby but person dont see nothing
using UnityEngine;
using Random = UnityEngine.Random;
using System;
public class AC_Connection : Photon.MonoBehaviour
{
public new bool DontDestroyOnLoad = true;
private Vector2 scrollPos = Vector2.zero;
public GUISkin Skin;
public Vector2 WidthAndHeight = new Vector2(600, 400);
private bool connectFailed = false;
public static readonly string SceneNameMenu = "Menu";
//public static readonly string SceneNameGame = "SosSurvival1";
private string errorDialog;
private double timeToClearDialog;
private string roomName = "myRoom";
protected static vp_MPDemoChat m_Chat = null;
public static vp_MPDemoChat Chat
{
get
{
if (m_Chat == null)
m_Chat = Component.FindObjectOfType<vp_MPDemoChat>();
return m_Chat;
}
}
// Use this for initialization
void Start()
{
vp_MPConnection.StayConnected = false;
Chat.enabled = false;
PhotonNetwork.playerName = "Guest" + Random.Range(1, 9999);
}
public void Awake()
{
// this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically
PhotonNetwork.automaticallySyncScene = true;
// the following line checks if this client was just created (and not yet online). if so, we connect
if (PhotonNetwork.connectionStateDetailed == ClientState.PeerCreated)
{
// Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project)
PhotonNetwork.ConnectUsingSettings("0.9");
}
// generate a name for this player, if none is assigned yet
if (System.String.IsNullOrEmpty(PhotonNetwork.playerName))
{
PhotonNetwork.playerName = "Guest" + Random.Range(1, 9999);
}
// if you wanted more debug out, turn this on:
// PhotonNetwork.logLevel = NetworkLogLevel.Full;
}
public string ErrorDialog
{
get { return this.errorDialog; }
private set
{
this.errorDialog = value;
if (!string.IsNullOrEmpty(value))
{
this.timeToClearDialog = Time.time + 4.0f;
}
}
}
public void OnGUI()
{
if (this.Skin != null)
{
GUI.skin = this.Skin;
}
if (!PhotonNetwork.connected)
{
if (PhotonNetwork.connecting)
{
GUILayout.Label("Connecting to: " + PhotonNetwork.ServerAddress);
}
else
{
GUILayout.Label("Not connected. Check console output. Detailed connection state: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.ServerAddress);
}
if (this.connectFailed)
{
GUILayout.Label("Connection failed. Check setup and use Setup Wizard to fix configuration.");
GUILayout.Label(String.Format("Server: {0}", new object[] { PhotonNetwork.ServerAddress }));
GUILayout.Label("AppId: " + PhotonNetwork.PhotonServerSettings.AppID.Substring(0, 8) + "****"); // only show/log first 8 characters. never log the full AppId.
if (GUILayout.Button("Try Again", GUILayout.Width(100)))
{
this.connectFailed = false;
PhotonNetwork.ConnectUsingSettings("0.9");
}
}
return;
}
Rect content = new Rect((Screen.width - this.WidthAndHeight.x) / 2, (Screen.height - this.WidthAndHeight.y) / 2, this.WidthAndHeight.x, this.WidthAndHeight.y);
GUI.Box(content, "Join or Create Room");
GUILayout.BeginArea(content);
GUILayout.Space(40);
// Player name
GUILayout.BeginHorizontal();
GUILayout.Label("Player name:", GUILayout.Width(150));
PhotonNetwork.playerName = GUILayout.TextField(PhotonNetwork.playerName);
GUILayout.Space(158);
if (GUI.changed)
{
// Save name
PlayerPrefs.SetString("playerName", PhotonNetwork.playerName);
}
GUILayout.EndHorizontal();
GUILayout.Space(15);
// Join room by title
GUILayout.BeginHorizontal();
GUILayout.Label("Roomname:", GUILayout.Width(150));
this.roomName = GUILayout.TextField(this.roomName);
if (GUILayout.Button("Create Room", GUILayout.Width(150)))
{
PhotonNetwork.CreateRoom(this.roomName, new RoomOptions() { MaxPlayers = 10 }, null);
}
GUILayout.EndHorizontal();
// Create a room (fails if exist!)
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
//this.roomName = GUILayout.TextField(this.roomName);
if (GUILayout.Button("Join Room", GUILayout.Width(150)))
{
PhotonNetwork.JoinRoom(this.roomName);
}
GUILayout.EndHorizontal();
if (!string.IsNullOrEmpty(ErrorDialog))
{
GUILayout.Label(ErrorDialog);
if (this.timeToClearDialog < Time.time)
{
this.timeToClearDialog = 0;
ErrorDialog = "";
}
}
GUILayout.Space(15);
// Join random room
GUILayout.BeginHorizontal();
GUILayout.Label(PhotonNetwork.countOfPlayers + " users are online in " + PhotonNetwork.countOfRooms + " rooms.");
GUILayout.FlexibleSpace();
if (GUILayout.Button("Join Random", GUILayout.Width(150)))
{
PhotonNetwork.JoinRandomRoom();
}
GUILayout.EndHorizontal();
GUILayout.Space(15);
if (PhotonNetwork.GetRoomList().Length == 0)
{
GUILayout.Label("Currently no games are available.");
GUILayout.Label("Rooms will be listed here, when they become available.");
}
else
{
GUILayout.Label(PhotonNetwork.GetRoomList().Length + " rooms available:");
// Room listing: simply call GetRoomList: no need to fetch/poll whatever!
this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
foreach (RoomInfo roomInfo in PhotonNetwork.GetRoomList())
{
GUILayout.BeginHorizontal();
GUILayout.Label(roomInfo.name + " " + roomInfo.playerCount + "/" + roomInfo.maxPlayers);
if (GUILayout.Button("Join", GUILayout.Width(150)))
{
PhotonNetwork.JoinRoom(roomInfo.name);
}
GUILayout.EndHorizontal();
}
GUILayout.EndScrollView();
}
GUILayout.EndArea();
}
// We have two options here: we either joined(by title, list or random) or created a room.
public void OnJoinedRoom()
{
Debug.Log("OnJoinedRoom");
}
public void OnPhotonCreateRoomFailed()
{
ErrorDialog = "Error: Can't create room (room name maybe already used).";
Debug.Log("OnPhotonCreateRoomFailed got called. This can happen if the room exists (even if not visible). Try another room name.");
}
public void OnPhotonJoinRoomFailed(object[] cause)
{
ErrorDialog = "Error: Can't join room (full or unknown room name). " + cause[1];
Debug.Log("OnPhotonJoinRoomFailed got called. This can happen if the room is not existing or full or closed.");
}
public void OnPhotonRandomJoinFailed()
{
ErrorDialog = "Error: Can't join random room (none found).";
Debug.Log("OnPhotonRandomJoinFailed got called. Happens if no room is available (or all full or invisible or closed). JoinrRandom filter-options can limit available rooms.");
}
public void OnCreatedRoom()
{
Debug.Log("OnCreatedRoom");
//PhotonNetwork.LoadLevel(SceneNameGame);
}
public void OnDisconnectedFromPhoton()
{
Debug.Log("Disconnected from Photon.");
}
public void OnFailedToConnectToPhoton(object parameters)
{
this.connectFailed = true;
Debug.Log("OnFailedToConnectToPhoton. StatusCode: " + parameters + " ServerAddress: " + PhotonNetwork.ServerAddress);
}
}