using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using ExitGames.Client.Photon; using ExitGames.Client.Photon.LoadBalancing; using Player = ExitGames.Client.Photon.LoadBalancing.Player; using Hashtable = ExitGames.Client.Photon.Hashtable; public class RoomPropertyEntry{ /// /// Unique key for . /// public readonly string id; /// /// Make sure is unique. /// /// public RoomPropertyEntry(string id){ this.id = id; } /// /// Sets for the room. /// Performs a check if is true. /// /// /// public void Set(T value, bool masterOnly = true){ if (masterOnly && !NetworkManager.isMaster) return; var h = new Hashtable(); h.Add(id, value); RoomProperties.UpdateRoomHashtable(h); } /// /// Gets value from room. /// /// public T Get(){ var prop = RoomProperties.GetRoomHashtable(); return (T)prop[id]; } /// /// Sets with (, ). /// /// /// public void Initialize(Hashtable hashtable, T value){ hashtable.Add(id, value); } } public static class RoomProperties { private static Hashtable _localRoomProperties = new Hashtable(); public static RoomPropertyEntry level = new RoomPropertyEntry("l"); /// /// Initalizes all custom properties of the room. /// /// public static Hashtable CreateRoomHashtable(){ _localRoomProperties.Clear(); //level.Initialize(_localRoomProperties, Menu.loadedStageIndex); return _localRoomProperties; } public static Hashtable GetRoomHashtable(){ var room = NetworkManager.net != null ? NetworkManager.net.CurrentRoom : null; if (room != null) { _localRoomProperties = room.CustomProperties; } return _localRoomProperties; } public static void UpdateRoomHashtable(Hashtable propertiesToSet){ _localRoomProperties.SetHashtable(propertiesToSet); var room = NetworkManager.net != null ? NetworkManager.net.CurrentRoom : null; if (room != null){ room.SetCustomProperties(propertiesToSet); } } public static void LoadRoomHashtable(){ // Put anything here /* // load scene before doing anything else var roomscene = sceneLoaded.Get(); for(var i = 0; i < SceneManager.sceneCount; i++){ var scene = SceneManager.GetSceneAt(i); if (roomscene == scene.name) { Debug.Log("Current room scene loaded"); goto LoadRoomProperties; } } // The room scene we need loaded isn't loaded // Force load it Debug.Log("Loading room scene"); SceneManager.LoadScene(roomscene); return; // We have the current room loaded. Load other properties if needed LoadRoomProperties: return; */ } }