LoadLevelIfSynced









How do I use Load Level If Synced
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File name: NetworkingPeer.cs Copy
530     // joins a room and sets your current username as custom actorproperty (will broadcast that)
536     private void ReadoutProperties(Hashtable gameProperties, Hashtable pActorProperties, int targetActorNr)
537     {
538         // Debug.LogWarning("ReadoutProperties gameProperties: " + gameProperties.ToStringFull() + " pActorProperties: " + pActorProperties.ToStringFull() + " targetActorNr: " + targetActorNr);
539         // read game properties and cache them locally
540         if (this.mCurrentGame != null && gameProperties != null)
541         {
542             this.mCurrentGame.CacheProperties(gameProperties);
543             SendMonoMessage(PhotonNetworkingMessage.OnPhotonCustomRoomPropertiesChanged, gameProperties);
544             if (PhotonNetwork.automaticallySyncScene)
545             {
546                 this.LoadLevelIfSynced(); // will load new scene if sceneName was changed
547             }
548         }
549
550         if (pActorProperties != null && pActorProperties.Count > 0)
551         {
552             if (targetActorNr > 0)
553             {
554                 // we have a single entry in the pActorProperties with one
555                 // user's name
556                 // targets MUST exist before you set properties
557                 PhotonPlayer target = this.GetPlayerWithID(targetActorNr);
558                 if (target != null)
559                 {
560                     Hashtable props = this.GetActorPropertiesForActorNr(pActorProperties, targetActorNr);
561                     target.InternalCacheProperties(props);
562                     SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerPropertiesChanged, target, props);
563                 }
564             }
565             else
566             {
567                 // in this case, we've got a key-value pair per actor (each
568                 // value is a hashtable with the actor's properties then)
569                 int actorNr;
570                 Hashtable props;
571                 string newName;
572                 PhotonPlayer target;
573
574                 foreach (object key in pActorProperties.Keys)
575                 {
576                     actorNr = (int)key;
577                     props = (Hashtable)pActorProperties[key];
578                     newName = (string)props[ActorProperties.PlayerName];
579
580                     target = this.GetPlayerWithID(actorNr);
581                     if (target == null)
582                     {
583                         target = new PhotonPlayer(false, actorNr, newName);
584                         this.AddNewPlayer(actorNr, target);
585                     }
586
587                     target.InternalCacheProperties(props);
588                     SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerPropertiesChanged, target, props);
589                 }
590             }
591         }
592     }
File name: NetworkingPeer.cs Copy
3630     internal protected void LoadLevelIfSynced()
3631     {
3632         if (!PhotonNetwork.automaticallySyncScene || PhotonNetwork.isMasterClient || PhotonNetwork.room == null)
3633         {
3634             return;
3635         }
3636
3637         // check if "current level" is set in props
3638         if (!PhotonNetwork.room.customProperties.ContainsKey(NetworkingPeer.CurrentSceneProperty))
3639         {
3640             return;
3641         }
3642
3643         // if loaded level is not the one defined my master in props, load that level
3644         object sceneId = PhotonNetwork.room.customProperties[NetworkingPeer.CurrentSceneProperty];
3645         if (sceneId is int)
3646         {
3647             if (Application.loadedLevel != (int)sceneId)
3648                 PhotonNetwork.LoadLevel((int)sceneId);
3649         }
3650         else if (sceneId is string)
3651         {
3652             if (Application.loadedLevelName != (string)sceneId)
3653                 PhotonNetwork.LoadLevel((string)sceneId);
3654         }
3655     }
File name: PhotonHandler.cs Copy
118     protected void OnJoinedRoom()
119     {
120         PhotonNetwork.networkingPeer.LoadLevelIfSynced();
121     }
File name: PhotonNetwork.cs Copy
526     {
527         get
528         {
529             return _mAutomaticallySyncScene;
530         }
531         set
532         {
533             _mAutomaticallySyncScene = value;
534             if (_mAutomaticallySyncScene && room != null)
535             {
536                 networkingPeer.LoadLevelIfSynced();
537             }
538         }
539     }

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