using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.SceneManagement; using TMPro; using ExitGames.Client.Photon.LoadBalancing; public class QuickJoin : MonoBehaviour { // Update is called once per frame public bool allowQuickJoin = true; void Update () { if (allowQuickJoin && Input.GetKeyDown(KeyCode.J)) { if (NetworkManager.inRoom) return; var activeScene = "QUICKJOIN"; var ro = new RoomOptions(); ro.IsVisible = false; ro.IsOpen = true; ro.MaxPlayers = NetworkManager.instance.expectedMaxPlayers; NetworkManager.net.OpJoinOrCreateRoomWithProperties(activeScene, ro, null); } } IEnumerator Start() { while (!allowQuickJoin) yield return null; if (NetworkManager.net.ConnectToNameServer()){ Debug.Log("Connecting to name server"); } else { Debug.Log("Name Server connection failed"); yield break; } while (!NetworkManager.onNameServer || !NetworkManager.isReady) yield return null; Debug.Log("Connected to name server"); if (NetworkManager.net.OpGetRegions()){ Debug.Log("Started region request"); } else { Debug.Log("Failed region request"); yield break; } while (NetworkManager.net.AvailableRegions == null) yield return null; Debug.Log("Received region list"); if(NetworkManager.net.ConnectToRegionMaster("usw")){ Debug.Log("Connecting to region master 'usw'"); } else { Debug.Log("Failed to connect to region master 'usw'"); yield break; } while (!NetworkManager.onMasterLobby) yield return null; Debug.Log("Connected to region master"); Debug.Log("You can quick join now"); } }