Used
How do I use Used
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: ChatGui.cs
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103 public void OnGUI()
104 {
105 if (!this.IsVisible)
106 {
107 return;
108 }
109
110 GUI.skin.label.wordWrap = true;
111 //GUI.skin.button.richText = true; // this allows toolbar buttons to have bold/colored text. nice to indicate new msgs
112 //GUILayout.Button("lala"); // as richText, html tags could be in text
113
114
115 if (Event.current.type == EventType.KeyDown && (Event.current.keyCode == KeyCode.KeypadEnter || Event.current.keyCode == KeyCode.Return))
116 {
117 if ("ChatInput".Equals(GUI.GetNameOfFocusedControl()))
118 {
119 // focus on input -> submit it
120 GuiSendsMsg();
121 return; // showing the now modified list would result in an error. to avoid this, we just skip this single frame
122 }
123 else
124 {
125 // assign focus to input
126 GUI.FocusControl("ChatInput");
127 }
128 }
129
130 GUI.SetNextControlName("");
131 GUILayout.BeginArea(this.GuiRect);
132
133 GUILayout.FlexibleSpace();
134
135 if (this.chatClient.State != ChatState.ConnectedToFrontEnd)
136 {
137 GUILayout.Label("Not in chat yet.");
138 }
139 else
140 {
141 List
142 int countOfPublicChannels = channels.Count;
143 channels.AddRange(this.chatClient.PrivateChannels.Keys);
144
145 if (channels.Count > 0)
146 {
147 int previouslySelectedChannelIndex = this.selectedChannelIndex;
148 int channelIndex = channels.IndexOf(this.selectedChannelName);
149 this.selectedChannelIndex = (channelIndex >= 0) ? channelIndex : 0;
150
151 this.selectedChannelIndex = GUILayout.Toolbar(this.selectedChannelIndex, channels.ToArray(), GUILayout.ExpandWidth(false));
152 this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
153
154 this.doingPrivateChat = (this.selectedChannelIndex >= countOfPublicChannels);
155 this.selectedChannelName = channels[this.selectedChannelIndex];
156
157 if (this.selectedChannelIndex != previouslySelectedChannelIndex)
158 {
159 // changed channel -> scroll down, if private: pre-fill "to" field with target user's name
160 this.scrollPos.y = float.MaxValue;
161 if (this.doingPrivateChat)
162 {
163 string[] pieces = this.selectedChannelName.Split(new char[] {':'}, 3);
164 this.userIdInput = pieces[1];
165 }
166 }
167
168 GUILayout.Label(ChatGui.WelcomeText);
169
170 if (this.chatClient.TryGetChannel(selectedChannelName, this.doingPrivateChat, out this.selectedChannel))
171 {
172 for (int i = 0; i < this.selectedChannel.Messages.Count; i++)
173 {
174 string sender = this.selectedChannel.Senders[i];
175 object message = this.selectedChannel.Messages[i];
176 GUILayout.Label(string.Format("{0}: {1}", sender, message));
177 }
178 }
179
180 GUILayout.EndScrollView();
181 }
182 }
183
184
185 GUILayout.BeginHorizontal();
186 if (doingPrivateChat)
187 {
188 GUILayout.Label("to:", GUILayout.ExpandWidth(false));
189 GUI.SetNextControlName("WhisperTo");
190 this.userIdInput = GUILayout.TextField(this.userIdInput, GUILayout.MinWidth(100), GUILayout.ExpandWidth(false));
191 string focussed = GUI.GetNameOfFocusedControl();
192 if (focussed.Equals("WhisperTo"))
193 {
194 if (this.userIdInput.Equals("username"))
195 {
196 this.userIdInput = "";
197 }
198 }
199 else if (string.IsNullOrEmpty(this.userIdInput))
200 {
201 this.userIdInput = "username";
202 }
203
204 }
205 GUI.SetNextControlName("ChatInput");
206 inputLine = GUILayout.TextField(inputLine);
207 if (GUILayout.Button("Send", GUILayout.ExpandWidth(false)))
208 {
209 GuiSendsMsg();
210 }
211 GUILayout.EndHorizontal();
212 GUILayout.EndArea();
213 }
File name: WorkerMenu.cs
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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: PhotonEditor.cs
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390 protected virtual void OnGUI()
391 {
392 PhotonSetupStates oldGuiState = this.photonSetupState; // used to fix an annoying Editor input field issue: wont refresh until focus is changed.
393
394 GUI.SetNextControlName("");
395 this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
396
397 if (this.guiState == GUIState.Uninitialized)
398 {
399 this.ReApplySettingsToWindow();
400 this.guiState = (PhotonEditor.Current.HostType == ServerSettings.HostingOption.NotSet) ? GUIState.Setup : GUIState.Main;
401 }
402
403 if (this.guiState == GUIState.Main)
404 {
405 this.OnGuiMainWizard();
406 }
407 else
408 {
409 this.OnGuiRegisterCloudApp();
410 }
411
412 GUILayout.EndScrollView();
413
414 if (oldGuiState != this.photonSetupState)
415 {
416 GUI.FocusControl("");
417 }
418 }
File name: PhotonViewHandler.cs
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25 internal static void HierarchyChange()
26 {
27 if (Application.isPlaying)
28 {
29 //Debug.Log("HierarchyChange ignored, while running.");
30 CheckSceneForStuckHandlers = true; // done once AFTER play mode.
31 return;
32 }
33
34 if (CheckSceneForStuckHandlers)
35 {
36 CheckSceneForStuckHandlers = false;
37 PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
38 }
39
40 HashSet
41 HashSet
42 bool fixedSomeId = false;
43
44 //// the following code would be an option if we only checked scene objects (but we can check all PVs)
45 //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
46 //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
47
48 string levelName = Application.loadedLevelName;
49 #if UNITY_EDITOR
50 levelName = System.IO.Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
51 #endif
52 int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
53 //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
54
55 PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
56
57 foreach (PhotonView view in pvObjects)
58 {
59 // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
60 if (EditorUtility.IsPersistent(view.gameObject))
61 {
62 if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
63 {
64 Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
65 view.viewID = 0;
66 view.prefixBackup = -1;
67 view.instantiationId = -1;
68 EditorUtility.SetDirty(view);
69 fixedSomeId = true;
70 }
71 }
72 else
73 {
74 // keep all scene-instanced PVs for later re-check
75 pvInstances.Add(view);
76 }
77 }
78
79 Dictionary
80
81 // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
82 // scene-PVs must have user == 0 (scene/room) and a subId != 0
83 foreach (PhotonView view in pvInstances)
84 {
85 if (view.ownerId > 0)
86 {
87 Debug.Log("Re-Setting Owner ID of: " + view);
88 }
89 view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
90 view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
91
92 if (view.viewID != 0)
93 {
94 if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
95 {
96 view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
97 }
98 else
99 {
100 usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
101
102 int instId = 0;
103 if (idPerObject.TryGetValue(view.gameObject, out instId))
104 {
105 view.instantiationId = instId;
106 }
107 else
108 {
109 view.instantiationId = view.viewID;
110 idPerObject[view.gameObject] = view.instantiationId;
111 }
112 }
113 }
114
115 }
116
117 // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
118 int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
119
120 foreach (PhotonView view in pvInstances)
121 {
122 if (view.viewID == 0)
123 {
124 // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
125 int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
126
127 view.viewID = nextViewId;
128
129 int instId = 0;
130 if (idPerObject.TryGetValue(view.gameObject, out instId))
131 {
132 Debug.Log("Set inst ID");
133 view.instantiationId = instId;
134 }
135 else
136 {
137 view.instantiationId = view.viewID;
138 idPerObject[view.gameObject] = nextViewId;
139 }
140
141 //// when using the Editor's serialization (view.subId in this case), this is not needed, it seems
142 //PrefabUtility.RecordPrefabInstancePropertyModifications(view);
143
144 lastUsedId = nextViewId;
145 EditorUtility.SetDirty(view);
146 fixedSomeId = true;
147 }
148 }
149
150
151 if (fixedSomeId)
152 {
153 //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
154 }
155 }
File name: PhotonViewHandler.cs
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159 public static int GetID(int idOffset, HashSet160 {
161 while (idOffset < PhotonNetwork.MAX_VIEW_IDS)
162 {
163 idOffset++;
164 if (!usedInstanceViewNumbers.Contains(idOffset))
165 {
166 break;
167 }
168 }
169
170 return idOffset;
171 }
File name: LoadbalancingPeer.cs
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29 private readonly Dictionary31 public LoadbalancingPeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) : base(listener, protocolType)
32 {
33 }
File name: LoadbalancingPeer.cs
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463 public virtual bool OpRaiseEvent(byte eventCode, object customEventContent, bool sendReliable, RaiseEventOptions raiseEventOptions)
464 {
465 opParameters.Clear(); // re-used private variable to avoid many new Dictionary() calls (garbage collection)
466 opParameters[(byte)LiteOpKey.Code] = (byte)eventCode;
467 if (customEventContent != null)
468 {
469 opParameters[(byte) LiteOpKey.Data] = customEventContent;
470 }
471
472 if (raiseEventOptions == null)
473 {
474 raiseEventOptions = RaiseEventOptions.Default;
475 }
476 else
477 {
478 if (raiseEventOptions.CachingOption != EventCaching.DoNotCache)
479 {
480 opParameters[(byte) LiteOpKey.Cache] = (byte) raiseEventOptions.CachingOption;
481 }
482 if (raiseEventOptions.Receivers != ReceiverGroup.Others)
483 {
484 opParameters[(byte) LiteOpKey.ReceiverGroup] = (byte) raiseEventOptions.Receivers;
485 }
486 if (raiseEventOptions.InterestGroup != 0)
487 {
488 opParameters[(byte) LiteOpKey.Group] = (byte) raiseEventOptions.InterestGroup;
489 }
490 if (raiseEventOptions.TargetActors != null)
491 {
492 opParameters[(byte) LiteOpKey.ActorList] = raiseEventOptions.TargetActors;
493 }
494 if (raiseEventOptions.ForwardToWebhook)
495 {
496 opParameters[(byte) ParameterCode.EventForward] = true; //TURNBASED
497 }
498 }
499
500 return this.OpCustom((byte)LiteOpCode.RaiseEvent, opParameters, sendReliable, raiseEventOptions.SequenceChannel, raiseEventOptions.Encrypt);
501 }
File name: NetworkingPeer.cs
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144 private readonly Dictionary145 private readonly Dictionary
152 internal protected ServerConnection server { get; private set; }
File name: NetworkingPeer.cs
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294 public bool ConnectToNameServer()
295 {
296 if (PhotonHandler.AppQuits)
297 {
298 Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
299 return false;
300 }
301
302 IsUsingNameServer = true;
303 this.CloudRegion = CloudRegionCode.none;
304
305 if (this.State == global::PeerState.ConnectedToNameServer)
306 {
307 return true;
308 }
309
310 #if RHTTP
311 string address = (this.UsedProtocol == ConnectionProtocol.RHttp) ? this.NameServerAddressHttp : this.NameServerAddress;
312 #else
313 string address = this.NameServerAddress;
314 #endif
315
316 if (!address.Contains(":"))
317 {
318 int port = 0;
319 ProtocolToNameServerPort.TryGetValue(this.UsedProtocol, out port);
320 address = string.Format("{0}:{1}", address, port);
321 Debug.Log("Server to connect to: " + address + " settings protocol: " + PhotonNetwork.PhotonServerSettings.Protocol);
322 }
323 if (!base.Connect(address, "ns"))
324 {
325 return false;
326 }
327
328 this.State = global::PeerState.ConnectingToNameServer;
329 return true;
330 }
File name: NetworkingPeer.cs
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336 public bool ConnectToRegionMaster(CloudRegionCode region)
337 {
338 if (PhotonHandler.AppQuits)
339 {
340 Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
341 return false;
342 }
343
344 IsUsingNameServer = true;
345 this.CloudRegion = region;
346
347 if (this.State == global::PeerState.ConnectedToNameServer)
348 {
349 return this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, region.ToString());
350 }
351
352 #if RHTTP
353 string address = (this.UsedProtocol == ConnectionProtocol.RHttp) ? this.NameServerAddressHttp : this.NameServerAddress;
354 #else
355 string address = this.NameServerAddress;
356 #endif
357
358 if (!address.Contains(":"))
359 {
360 int port = 0;
361 ProtocolToNameServerPort.TryGetValue(this.UsedProtocol, out port);
362 address = string.Format("{0}:{1}", address, port);
363 //Debug.Log("Server to connect to: "+ address + " settings protocol: " + PhotonNetwork.PhotonServerSettings.Protocol);
364 }
365 if (!base.Connect(address, "ns"))
366 {
367 return false;
368 }
369
370 this.State = global::PeerState.ConnectingToNameServer;
371 return true;
372 }
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