TouhouLS/Assets/RealCode/Menu/ButtonS/ButtonCreateLobby.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using ClientState = ExitGames.Client.Photon.LoadBalancing.ClientState;
using RoomInfo = ExitGames.Client.Photon.LoadBalancing.RoomInfo;
using RoomOptions = ExitGames.Client.Photon.LoadBalancing.RoomOptions;
public class ButtonCreateLobby : ButtonOnClick {
public override void OnClick() {
if (GameTransition.Instance.state == GameState.Multiplayer){
GameTransition.Instance.state = GameState.ConnectionInProgress;
Debug.Log("Creating room");
var ro = new RoomOptions();
ro.EmptyRoomTtl = 1000;
ro.CleanupCacheOnLeave = true;
ro.PlayerTtl = 500;
ro.PublishUserId = false;
ro.MaxPlayers = 2; // TODO: Expose this better
string roomCode = string.Empty;
var roomList = NetworkManager.net.RoomInfoList.Keys.ToList();
do {
roomCode = string.Format("{0}{1}{2}{3}", RandomDigit(), RandomDigit(), RandomDigit(), RandomDigit());
} while (roomList.Contains(roomCode));
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LobbySetup.Instance.Setup();
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var success = NetworkManager.net.OpCreateRoomWithProperties(roomCode, ro, ExitGames.Client.Photon.LoadBalancing.TypedLobby.Default);
if (success) {
Debug.Log("Room created");
} else {
Debug.Log("Failed to connect to room");
}
}
}
private int RandomDigit() {
return Random.Range(0, 10);
}
}