Changing









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Below are practical examples compiled from projects for learning and reference purposes

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File name: NetworkingPeer.cs Copy
822     private void GameEnteredOnGameServer(OperationResponse operationResponse)
823     {
824         if (operationResponse.ReturnCode != 0)
825         {
826             switch (operationResponse.OperationCode)
827             {
828                 case OperationCode.CreateGame:
829                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
830                     {
831                         Debug.Log("Create failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
832                     }
833                     SendMonoMessage(PhotonNetworkingMessage.OnPhotonCreateRoomFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
834                     break;
835                 case OperationCode.JoinGame:
836                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
837                     {
838                         Debug.Log("Join failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
839                         if (operationResponse.ReturnCode == ErrorCode.GameDoesNotExist)
840                         {
841                             Debug.Log("Most likely the game became empty during the switch to GameServer.");
842                         }
843                     }
844                     SendMonoMessage(PhotonNetworkingMessage.OnPhotonJoinRoomFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
845                     break;
846                 case OperationCode.JoinRandomGame:
847                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
848                     {
849                         Debug.Log("Join failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
850                         if (operationResponse.ReturnCode == ErrorCode.GameDoesNotExist)
851                         {
852                             Debug.Log("Most likely the game became empty during the switch to GameServer.");
853                         }
854                     }
855                     SendMonoMessage(PhotonNetworkingMessage.OnPhotonRandomJoinFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
856                     break;
857             }
858
859             this.DisconnectToReconnect();
860             return;
861         }
862
863         this.State = global::PeerState.Joined;
864         this.mRoomToGetInto.isLocalClientInside = true;
865
866         Hashtable actorProperties = (Hashtable)operationResponse[ParameterCode.PlayerProperties];
867         Hashtable gameProperties = (Hashtable)operationResponse[ParameterCode.GameProperties];
868         this.ReadoutProperties(gameProperties, actorProperties, 0);
869
870         // the local player's actor-properties are not returned in join-result. add this player to the list
871         int localActorNr = (int)operationResponse[ParameterCode.ActorNr];
872
873         this.ChangeLocalID(localActorNr);
874         this.CheckMasterClient(-1);
875
876         if (this.mPlayernameHasToBeUpdated)
877         {
878             this.SendPlayerName();
879         }
880
881         switch (operationResponse.OperationCode)
882         {
883             case OperationCode.CreateGame:
884                 SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
885                 break;
886             case OperationCode.JoinGame:
887             case OperationCode.JoinRandomGame:
888                 // the mono message for this is sent at another place
889                 break;
890         }
891     }
File name: NetworkingPeer.cs Copy
1394     /// ParameterCode.FindFriendsResponseRoomIdList = string[] of room names (empty string if not in a room)
1398     public override bool OpFindFriends(string[] friendsToFind)
1399     {
1400         if (this.isFetchingFriends)
1401         {
1402             return false; // fetching friends currently, so don't do it again (avoid changing the list while fetching friends)
1403         }
1404
1405         this.friendListRequested = friendsToFind;
1406         this.isFetchingFriends = true;
1407
1408         return base.OpFindFriends(friendsToFind);
1409     }
File name: OptionsScript.cs Copy
168  void OnGUI() {
169   if (this.gameScript.gameView == "options") {
170    this.gameScript.mainCamera.transform.eulerAngles = new Vector3 (120, 23, 0);
171
172    GUI.skin = this.gameScript.currentGUISkin;
173
174    //check to see if any options changed
175    if (previous_use_0 != use_0) {
176     this.setOption ("use_0", this.use_0);
177     GameControllerScript.performRestart = true;
178    }
179
180    if (this.previous_board_type != this.board_type) {
181     this.setOption ("board_type", this.board_type);
182     GameControllerScript.performRestart = true;
183    }
184
185    if (previous_play_sounds != play_sounds) {
186     this.setOption ("play_sounds", this.play_sounds);
187    }
188
189    if (this.previous_timer_duration != this.timer_duration) {
190     this.setOption ("timer_duration", this.timer_duration);
191     GameControllerScript.performRestart = true;
192    }
193
194
195
196    //set the label
197    GUILayout.Label ("Options", "BigLabel");
198
199    scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(Screen.width), GUILayout.Height(Mathf.Ceil(Screen.height * .80f)));
200
201
202
203    //Sounds
204    GUILayout.BeginHorizontal ();
205    if (GUILayout.Toggle (this.play_sounds, "Play Sounds", currentGUISkin.toggle)) {
206     this.play_sounds = true;
207    }
208    else {
209     this.play_sounds = false;
210    }
211    GUILayout.Label ( "Play Sounds", "ToggleLabel");
212    GUILayout.EndHorizontal();
213
214
215    GUILayout.Label ("WARNING! Changing any of the following options will cause the game to reset!", "ToggleLabelWarning");
216
217    GUILayout.Label ("Game Board Type", "Subheader");
218    //Game Board Type
219    GUILayout.BeginHorizontal ();
220    if (GUILayout.Toggle (this.board_type == "Solid Cube", "Solid Cube", currentGUISkin.toggle)) {
221     this.board_type = "Solid Cube";
222    }
223    GUILayout.Label ( "Solid Cube (27 Blocks)", "ToggleLabel");
224    GUILayout.EndHorizontal();
225
226
227    GUILayout.BeginHorizontal ();
228    if (GUILayout.Toggle (this.board_type == "Hollow Cube", "Hollow Cube", currentGUISkin.toggle)) {
229     this.board_type = "Hollow Cube";
230    }
231    GUILayout.Label ( "Hollow Cube (26 Blocks)", "ToggleLabel");
232    GUILayout.EndHorizontal();
233
234
235    GUILayout.BeginHorizontal ();
236    if (GUILayout.Toggle (this.board_type == "Four Walls", "Four Walls", currentGUISkin.toggle)) {
237     this.board_type = "Four Walls";
238    }
239    GUILayout.Label ( "Four Walls (24 Blocks)", "ToggleLabel");
240    GUILayout.EndHorizontal();
241
242
243    GUILayout.BeginHorizontal ();
244    if (GUILayout.Toggle (this.board_type == "Box Outline", "Box Outline", currentGUISkin.toggle)) {
245     this.board_type = "Box Outline";
246    }
247    GUILayout.Label ( "Cube Outline (20 Blocks)", "ToggleLabel");
248    GUILayout.EndHorizontal();
249
250
251
252    GUILayout.BeginHorizontal ();
253    if (GUILayout.Toggle (this.board_type == "No Corners", "No Corners", currentGUISkin.toggle)) {
254     this.board_type = "No Corners";
255    }
256    GUILayout.Label ( "No Corners (19 Blocks)", "ToggleLabel");
257    GUILayout.EndHorizontal();
258
259
260    GUILayout.BeginHorizontal ();
261    if (GUILayout.Toggle (this.board_type == "No Corners/Center", "No Corners/Center", currentGUISkin.toggle)) {
262     this.board_type = "No Corners/Center";
263    }
264    GUILayout.Label ( "No Corners/Center (18 Blocks)", "ToggleLabel");
265    GUILayout.EndHorizontal();
266
267
268    //TIMER OPTIONS ####################################################
269    GUILayout.Label ("Timer", "Subheader");
270
271    foreach (int i in this.GetTimerDurationTimes())
272    {
273     GUILayout.BeginHorizontal ();
274     if (GUILayout.Toggle (this.timer_duration == i, "", currentGUISkin.toggle)) {
275      this.timer_duration = i;
276     }
277     GUILayout.Label (TimerDurationToString (i), "ToggleLabel");
278     GUILayout.EndHorizontal();
279    }
280
281
282
283
284    //Other OPTIONS ####################################################
285    GUILayout.Label ("Block Numbers", "Subheader");
286
287    //Use Zeros
288    GUILayout.BeginHorizontal ();
289    if (GUILayout.Toggle (use_0, "Use 0s (Note: Changing this will reset the current game!)", currentGUISkin.toggle)) {
290     use_0 = true;
291    }
292    else {
293     use_0 = false;
294    }
295    GUILayout.Label ( "Use Zeros", "ToggleLabel");
296    GUILayout.EndHorizontal();
297
298
299
300    foreach (Touch touch in Input.touches) {
301     if (touch.phase == TouchPhase.Moved)
302     {
303      // dragging
304      scrollPosition.y += touch.deltaPosition.y;
305     }
306    }
307
308    GUILayout.EndScrollView();
309
310    if (GUILayout.Button ("Return to Menu", "Button")) {
311     gameScript.gameView = "menu";
312    }
313   }
314  }

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