GetRoomList
How do I use Get Room List
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: WorkerMenu.cs
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65 public void OnGUI()
66 {
67 if (this.Skin != null)
68 {
69 GUI.skin = this.Skin;
70 }
71
72 if (!PhotonNetwork.connected)
73 {
74 if (PhotonNetwork.connecting)
75 {
76 GUILayout.Label("Connecting to: " + PhotonNetwork.ServerAddress);
77 }
78 else
79 {
80 GUILayout.Label("Not connected. Check console output. Detailed connection state: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.ServerAddress);
81 }
82
83 if (this.connectFailed)
84 {
85 GUILayout.Label("Connection failed. Check setup and use Setup Wizard to fix configuration.");
86 GUILayout.Label(String.Format("Server: {0}", new object[] {PhotonNetwork.ServerAddress}));
87 GUILayout.Label("AppId: " + PhotonNetwork.PhotonServerSettings.AppID);
88
89 if (GUILayout.Button("Try Again", GUILayout.Width(100)))
90 {
91 this.connectFailed = false;
92 PhotonNetwork.ConnectUsingSettings("0.9");
93 }
94 }
95
96 return;
97 }
98
99 Rect content = new Rect((Screen.width - WidthAndHeight.x)/2, (Screen.height - WidthAndHeight.y)/2, WidthAndHeight.x, WidthAndHeight.y);
100 GUI.Box(content,"Join or Create Room");
101 GUILayout.BeginArea(content);
102
103 GUILayout.Space(40);
104
105 // Player name
106 GUILayout.BeginHorizontal();
107 GUILayout.Label("Player name:", GUILayout.Width(150));
108 PhotonNetwork.playerName = GUILayout.TextField(PhotonNetwork.playerName);
109 GUILayout.Space(158);
110 if (GUI.changed)
111 {
112 // Save name
113 PlayerPrefs.SetString("playerName", PhotonNetwork.playerName);
114 }
115 GUILayout.EndHorizontal();
116
117 GUILayout.Space(15);
118
119 // Join room by title
120 GUILayout.BeginHorizontal();
121 GUILayout.Label("Roomname:", GUILayout.Width(150));
122 this.roomName = GUILayout.TextField(this.roomName);
123
124 if (GUILayout.Button("Create Room", GUILayout.Width(150)))
125 {
126 PhotonNetwork.CreateRoom(this.roomName, new RoomOptions() { maxPlayers = 10 }, null);
127 }
128
129 GUILayout.EndHorizontal();
130
131 // Create a room (fails if exist!)
132 GUILayout.BeginHorizontal();
133 GUILayout.FlexibleSpace();
134 //this.roomName = GUILayout.TextField(this.roomName);
135 if (GUILayout.Button("Join Room", GUILayout.Width(150)))
136 {
137 PhotonNetwork.JoinRoom(this.roomName);
138 }
139
140 GUILayout.EndHorizontal();
141
142
143 if (!string.IsNullOrEmpty(this.ErrorDialog))
144 {
145 GUILayout.Label(this.ErrorDialog);
146
147 if (timeToClearDialog < Time.time)
148 {
149 timeToClearDialog = 0;
150 this.ErrorDialog = "";
151 }
152 }
153
154 GUILayout.Space(15);
155
156 // Join random room
157 GUILayout.BeginHorizontal();
158
159 GUILayout.Label(PhotonNetwork.countOfPlayers + " users are online in " + PhotonNetwork.countOfRooms + " rooms.");
160 GUILayout.FlexibleSpace();
161 if (GUILayout.Button("Join Random", GUILayout.Width(150)))
162 {
163 PhotonNetwork.JoinRandomRoom();
164 }
165
166
167 GUILayout.EndHorizontal();
168
169 GUILayout.Space(15);
170 if (PhotonNetwork.GetRoomList().Length == 0)
171 {
172 GUILayout.Label("Currently no games are available.");
173 GUILayout.Label("Rooms will be listed here, when they become available.");
174 }
175 else
176 {
177 GUILayout.Label(PhotonNetwork.GetRoomList().Length + " rooms available:");
178
179 // Room listing: simply call GetRoomList: no need to fetch/poll whatever!
180 this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
181 foreach (RoomInfo roomInfo in PhotonNetwork.GetRoomList())
182 {
183 GUILayout.BeginHorizontal();
184 GUILayout.Label(roomInfo.name + " " + roomInfo.playerCount + "/" + roomInfo.maxPlayers);
185 if (GUILayout.Button("Join", GUILayout.Width(150)))
186 {
187 PhotonNetwork.JoinRoom(roomInfo.name);
188 }
189
190 GUILayout.EndHorizontal();
191 }
192
193 GUILayout.EndScrollView();
194 }
195
196 GUILayout.EndArea();
197 }
File name: PhotonNetwork.cs
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1870 public static RoomInfo[] GetRoomList()
1871 {
1872 if (offlineMode || networkingPeer == null)
1873 {
1874 return new RoomInfo[0];
1875 }
1876
1877 return networkingPeer.mGameListCopy;
1878 }
File name: ConnectAndJoinRandom.cs
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62 public void OnJoinedLobby()
63 {
64 Debug.Log("OnJoinedLobby(). Use a GUI to show existing rooms available in PhotonNetwork.GetRoomList().");
65 }
File name: NetworkAdapter.cs
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107 public List108 {
109 List
110
111 foreach (var roomInfo in PhotonNetwork.GetRoomList())
112 {
113 if (roomInfo.playerCount == 1)
114 {
115 list.Add(roomInfo.name);
116 }
117 }
118
119 return list;
120 }
File name: Lobby.cs
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74 protected override void Update()
75 {
76 base.Update();
77
78 var roomList = NetworkService.GetRoomList();
79
80 // Create more buttons if needed
81 for (int i = 0; i < roomList.Count - roomButtonList.Count; i++)
82 {
83 var button = GetRoomButton();
84 roomButtonList.Add(button);
85 }
86
87 // Update all buttons
88 for (int i = 0; i < roomButtonList.Count; i++)
89 {
90 if (i < roomList.Count)
91 {
92 roomButtonList[i].Init(roomList[i]);
93 roomButtonList[i].gameObject.SetActive(true);
94 }
95 else
96 {
97 roomButtonList[i].gameObject.SetActive(false);
98 }
99 }
100 }
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