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File name: OnClickRequestOwnership.cs Copy
8     public void OnClick()
9     {
10         if( Input.GetKey( KeyCode.LeftShift ) || Input.GetKey( KeyCode.RightShift ) )
11         {
12             Vector3 colVector = new Vector3( Random.Range( 0.0f, 1.0f ), Random.Range( 0.0f, 1.0f ), Random.Range( 0.0f, 1.0f ) );
13             this.photonView.RPC( "ColorRpc", PhotonTargets.AllBufferedViaServer, colVector );
14         }
15         else
16         {
17             if( this.photonView.ownerId == PhotonNetwork.player.ID )
18             {
19                 Debug.Log( "Not requesting ownership. Already mine." );
20                 return;
21             }
22
23             this.photonView.RequestOwnership();
24         }
25     }
File name: WorkerMenu.cs Copy
206     public void OnPhotonCreateRoomFailed()
207     {
208         this.ErrorDialog = "Error: Can't create room (room name maybe already used).";
209         Debug.Log("OnPhotonCreateRoomFailed got called. This can happen if the room exists (even if not visible). Try another room name.");
210     }
File name: PhotonConverter.cs Copy
18     public static void RunConversion()
19     {
20         //Ask if user has made a backup.
21         int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22         switch (option)
23         {
24             case 0:
25                 break;
26             case 1:
27                 return;
28             case 2:
29                 PickFolderAndConvertScripts();
30                 return;
31             default:
32                 return;
33         }
34
35         //REAAAALY?
36         bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37         if (!result)
38         {
39             return;
40         }
41         Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43         //Ask to save current scene (optional)
44         EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46         EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48         //Convert NetworkViews to PhotonViews in Project prefabs
49         //Ask the user if we can move all prefabs to a resources folder
50         bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53         string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54         foreach (string prefab in prefabs)
55         {
56             EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58             Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59             int converted = 0;
60             foreach (Object obj in objs)
61             {
62                 if (obj != null && obj.GetType() == typeof(GameObject))
63                     converted += ConvertNetworkView(((GameObject)obj).GetComponents(), false);
64             }
65             if (movePrefabs && converted > 0)
66             {
67                 //This prefab needs to be under the root of a Resources folder!
68                 string path = prefab.Replace("\\", "/");
69                 int lastSlash = path.LastIndexOf("/");
70                 int resourcesIndex = path.LastIndexOf("/Resources/");
71                 if (resourcesIndex != lastSlash - 10)
72                 {
73                     if (path.Contains("/Resources/"))
74                     {
75                         Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76                     }
77                     //This prefab NEEDS to be placed under a resources folder
78                     string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79                     EnsureFolder(resourcesFolder);
80                     string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81                     string error = AssetDatabase.MoveAsset(prefab, newPath);
82                     if (error != "")
83                         Debug.LogError(error);
84                     Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85                 }
86             }
87         }
88
89         //Convert NetworkViews to PhotonViews in scenes
90         string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91         foreach (string sceneName in sceneFiles)
92         {
93             EditorApplication.OpenScene(sceneName);
94             EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96             int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97             if (converted2 > 0)
98             {
99                 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100                 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102                 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103                 EditorApplication.SaveScene(EditorApplication.currentScene);
104             }
105
106         }
107
108         //Convert C#/JS scripts (API stuff)
109         List scripts = GetScriptsInFolder("Assets");
110
111         EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112         ConvertScripts(scripts);
113
114         Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115         EditorUtility.ClearProgressBar();
116
117         EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118     }
File name: PhotonEditor.cs Copy
147     {
148         RegisterForPhotonCloud,
149
150         EmailAlreadyRegistered,
151
152         SetupPhotonCloud,
153
154         SetupSelfHosted
155     }
File name: PhotonEditor.cs Copy
420     protected virtual void OnGuiRegisterCloudApp()
421     {
422         GUI.skin.label.wordWrap = true;
423         if (!this.isSetupWizard)
424         {
425             GUILayout.BeginHorizontal();
426             GUILayout.FlexibleSpace();
427             if (GUILayout.Button(CurrentLang.MainMenuButton, GUILayout.ExpandWidth(false)))
428             {
429                 this.SwitchMenuState(GUIState.Main);
430             }
431
432             GUILayout.EndHorizontal();
433
434             GUILayout.Space(15);
435         }
436
437         if (this.photonSetupState == PhotonSetupStates.RegisterForPhotonCloud)
438         {
439             GUI.skin.label.fontStyle = FontStyle.Bold;
440             GUILayout.Label(CurrentLang.ConnectButton);
441             EditorGUILayout.Separator();
442             GUI.skin.label.fontStyle = FontStyle.Normal;
443
444             GUILayout.Label(CurrentLang.UsePhotonLabel);
445             EditorGUILayout.Separator();
446             this.emailAddress = EditorGUILayout.TextField(CurrentLang.EmailLabel, this.emailAddress);
447
448             if (GUILayout.Button(CurrentLang.SendButton))
449             {
450                 GUIUtility.keyboardControl = 0;
451                 this.RegisterWithEmail(this.emailAddress);
452             }
453
454             GUILayout.Space(20);
455
456
457             GUILayout.Label(CurrentLang.SignedUpAlreadyLabel);
458             if (GUILayout.Button(CurrentLang.SetupButton))
459             {
460                 this.photonSetupState = PhotonSetupStates.SetupPhotonCloud;
461             }
462             EditorGUILayout.Separator();
463
464
465             GUILayout.Label(CurrentLang.RegisterByWebsiteLabel);
466             if (GUILayout.Button(CurrentLang.AccountWebsiteButton))
467             {
468                 EditorUtility.OpenWithDefaultApp(UrlAccountPage + Uri.EscapeUriString(this.emailAddress));
469             }
470
471             EditorGUILayout.Separator();
472
473             GUILayout.Label(CurrentLang.SelfHostLabel);
474
475             if (GUILayout.Button(CurrentLang.SelfHostSettingsButton))
476             {
477                 this.photonSetupState = PhotonSetupStates.SetupSelfHosted;
478             }
479
480             GUILayout.FlexibleSpace();
481
482
483             if (!InternalEditorUtility.HasAdvancedLicenseOnBuildTarget(BuildTarget.Android) || !InternalEditorUtility.HasAdvancedLicenseOnBuildTarget(BuildTarget.iOS))
484             {
485                 GUILayout.Label(CurrentLang.MobileExportNoteLabel);
486             }
487             EditorGUILayout.Separator();
488         }
489         else if (this.photonSetupState == PhotonSetupStates.EmailAlreadyRegistered)
490         {
491             GUI.skin.label.fontStyle = FontStyle.Bold;
492             GUILayout.Label(CurrentLang.OopsLabel);
493             GUI.skin.label.fontStyle = FontStyle.Normal;
494
495             GUILayout.Label(CurrentLang.EmailInUseLabel);
496
497             if (GUILayout.Button(CurrentLang.SeeMyAccountPageButton))
498             {
499                 EditorUtility.OpenWithDefaultApp(UrlCloudDashboard + Uri.EscapeUriString(this.emailAddress));
500             }
501
502             EditorGUILayout.Separator();
503
504             GUILayout.Label(CurrentLang.KnownAppIdLabel);
505             GUILayout.BeginHorizontal();
506             if (GUILayout.Button(CurrentLang.CancelButton))
507             {
508                 this.photonSetupState = PhotonSetupStates.RegisterForPhotonCloud;
509             }
510
511             if (GUILayout.Button(CurrentLang.SetupButton))
512             {
513                 this.photonSetupState = PhotonSetupStates.SetupPhotonCloud;
514             }
515
516             GUILayout.EndHorizontal();
517         }
518         else if (this.photonSetupState == PhotonSetupStates.SetupPhotonCloud)
519         {
520             // cloud setup
521             GUI.skin.label.fontStyle = FontStyle.Bold;
522             GUILayout.Label(CurrentLang.PhotonCloudConnect);
523             GUI.skin.label.fontStyle = FontStyle.Normal;
524
525             EditorGUILayout.Separator();
526             this.OnGuiSetupCloudAppId();
527             this.OnGuiCompareAndHelpOptions();
528         }
529         else if (this.photonSetupState == PhotonSetupStates.SetupSelfHosted)
530         {
531             // self-hosting setup
532             GUI.skin.label.fontStyle = FontStyle.Bold;
533             GUILayout.Label(CurrentLang.SetupOwnHostLabel);
534             GUI.skin.label.fontStyle = FontStyle.Normal;
535
536             EditorGUILayout.Separator();
537
538             this.OnGuiSetupSelfhosting();
539             this.OnGuiCompareAndHelpOptions();
540         }
541     }
File name: PhotonEditor.cs Copy
792     protected virtual void RegisterWithEmail(string email)
793     {
794         EditorUtility.DisplayProgressBar(CurrentLang.ConnectionTitle, CurrentLang.ConnectionInfo, 0.5f);
795         var client = new AccountService();
796         client.RegisterByEmail(email, RegisterOrigin); // this is the synchronous variant using the static RegisterOrigin. "result" is in the client
797
798         EditorUtility.ClearProgressBar();
799         if (client.ReturnCode == 0)
800         {
801             PhotonEditor.Current.UseCloud(client.AppId, 0);
802             PhotonEditor.Save();
803             this.ReApplySettingsToWindow();
804             this.photonSetupState = PhotonSetupStates.SetupPhotonCloud;
805         }
806         else
807         {
808             if (client.Message.Contains(CurrentLang.EmailInUseLabel))
809             {
810                 this.photonSetupState = PhotonSetupStates.EmailAlreadyRegistered;
811             }
812             else
813             {
814                 EditorUtility.DisplayDialog(CurrentLang.ErrorTextTitle, client.Message, CurrentLang.OkButton);
815                 // Debug.Log(client.Exception);
816                 this.photonSetupState = PhotonSetupStates.RegisterForPhotonCloud;
817             }
818         }
819     }
File name: NetworkingPeer.cs Copy
3083     public void SetSendingEnabled(int group, bool enabled)
3084     {
3085         if (!enabled)
3086         {
3087             this.blockSendingGroups.Add(group); // can be added to HashSet no matter if already in it
3088         }
3089         else
3090         {
3091             this.blockSendingGroups.Remove(group);
3092         }
3093     }
File name: PhotonNetwork.cs Copy
1510     public static bool JoinRoom(string roomName, bool createIfNotExists)
1511     {
1512         if (connectionStateDetailed == PeerState.Joining || connectionStateDetailed == PeerState.Joined || connectionStateDetailed == PeerState.ConnectedToGameserver)
1513         {
1514             Debug.LogError("JoinRoom aborted: You can only join a room while not currently connected/connecting to a room.");
1515         }
1516         else if (room != null)
1517         {
1518             Debug.LogError("JoinRoom aborted: You are already in a room!");
1519         }
1520         else if (roomName == string.Empty)
1521         {
1522             Debug.LogError("JoinRoom aborted: You must specifiy a room name!");
1523         }
1524         else
1525         {
1526             if (offlineMode)
1527             {
1528                 offlineModeRoom = new Room(roomName, null);
1529                 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom);
1530                 return true;
1531             }
1532             else
1533             {
1534                 return networkingPeer.OpJoinRoom(roomName, null, null, createIfNotExists);
1535             }
1536         }
1537
1538         return false; // offline and OpJoin both return but the error-cases don't
1539     }
File name: InRoomRoundTimer.cs Copy
49     public void OnJoinedRoom()
50     {
51         if (PhotonNetwork.isMasterClient)
52         {
53             this.StartRoundNow();
54         }
55         else
56         {
57             // as the creator of the room sets the start time after entering the room, we may enter a room that has no timer started yet
58             Debug.Log("StartTime already set: " + PhotonNetwork.room.customProperties.ContainsKey(StartTimeKey));
59         }
60     }
File name: TutorialInfo.cs Copy
32  void Awake()
33  {
34   // have we already shown this once?
35   if(alreadyShownThisSession)
36   {
37    StartGame();
38   }
39   else
40   {
41    alreadyShownThisSession = true;
42
43    // Check player prefs for show at start preference
44    if (PlayerPrefs.HasKey(showAtStartPrefsKey))
45    {
46     showAtStart = PlayerPrefs.GetInt(showAtStartPrefsKey) == 1;
47    }
48
49    // set UI toggle to match the existing UI preference
50    showAtStartToggle.isOn = showAtStart;
51
52    // show the overlay info or continue to play the game
53    if (showAtStart)
54    {
55     ShowLaunchScreen();
56    }
57    else
58    {
59     StartGame ();
60    }
61   }
62  }

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