2020-08-22 05:29:00 +00:00
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using ClientState = ExitGames.Client.Photon.LoadBalancing.ClientState;
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using RoomInfo = ExitGames.Client.Photon.LoadBalancing.RoomInfo;
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using RoomOptions = ExitGames.Client.Photon.LoadBalancing.RoomOptions;
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public class ButtonCreateLobby : ButtonOnClick {
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public override void OnClick() {
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if (GameTransition.Instance.state == GameState.Multiplayer){
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GameTransition.Instance.state = GameState.ConnectionInProgress;
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Debug.Log("Creating room");
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var ro = new RoomOptions();
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ro.EmptyRoomTtl = 1000;
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ro.CleanupCacheOnLeave = true;
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ro.PlayerTtl = 500;
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ro.PublishUserId = false;
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ro.MaxPlayers = 2; // TODO: Expose this better
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string roomCode = string.Empty;
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var roomList = NetworkManager.net.RoomInfoList.Keys.ToList();
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do {
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roomCode = string.Format("{0}{1}{2}{3}", RandomDigit(), RandomDigit(), RandomDigit(), RandomDigit());
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} while (roomList.Contains(roomCode));
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2020-08-22 05:41:26 +00:00
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LobbySetup.Instance.Setup();
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2020-08-22 05:29:00 +00:00
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var success = NetworkManager.net.OpCreateRoomWithProperties(roomCode, ro, ExitGames.Client.Photon.LoadBalancing.TypedLobby.Default);
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if (success) {
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Debug.Log("Room created");
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} else {
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Debug.Log("Failed to connect to room");
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}
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}
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}
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private int RandomDigit() {
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return Random.Range(0, 10);
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}
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}
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