Using









How do I use Using
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: DemoBoxesGui.cs Copy
8     void OnGUI()
9     {
10         if (HideUI)
11         {
12             return;
13         }
14
15         GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
16
17         if (!PhotonNetwork.connected)
18         {
19             if (GUILayout.Button("Connect"))
20             {
21                 PhotonNetwork.ConnectUsingSettings(null);
22             }
23         }
24         else
25         {
26             if (GUILayout.Button("Disconnect"))
27             {
28                 PhotonNetwork.Disconnect();
29             }
30         }
31
32     }
File name: NamePickGui.cs Copy
15     public void Awake()
16     {
17         this.guiCenteredRect = new Rect(Screen.width/2-GuiSize.x/2, Screen.height/2-GuiSize.y/4, GuiSize.x, GuiSize.y);
18         this.chatComponent = this.GetComponent();
19
20         if (this.chatComponent != null && chatComponent.enabled)
21         {
22             Debug.LogWarning("When using the NamePickGui, ChatGui should be disabled initially.");
23
24             if (this.chatComponent.chatClient != null)
25             {
26                 this.chatComponent.chatClient.Disconnect();
27             }
28             this.chatComponent.enabled = false;
29         }
30
31         string prefsName = PlayerPrefs.GetString(NamePickGui.UserNamePlayerPref);
32         if (!string.IsNullOrEmpty(prefsName))
33         {
34             this.InputLine = prefsName;
35         }
36     }
File name: GUICustomAuth.cs Copy
70     public void ConnectWithNickname()
71     {
72         RootOf3dButtons.SetActive(false);
73
74         PhotonNetwork.AuthValues = null; // null by default but maybe set in a previous session.
75         PhotonNetwork.ConnectUsingSettings("1.0");
76
77         // PhotonNetwork.playerName gets set in GUIFriendFinding
78         // a UserID is not used in this case (no AuthValues set)
79     }
File name: GUICustomAuth.cs Copy
81     void OnGUI()
82     {
83         if (PhotonNetwork.connected)
84         {
85             GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
86             return;
87         }
88
89
90         GUILayout.BeginArea(GuiRect);
91         switch (guiState)
92         {
93             case GuiState.AuthFailed:
94                 GUILayout.Label("Authentication Failed");
95
96                 GUILayout.Space(10);
97
98                 GUILayout.Label("Error message:\n'" + this.authDebugMessage + "'");
99
100                 GUILayout.Space(10);
101
102                 GUILayout.Label("For this demo set the Authentication URL in the Dashboard to:\nhttp://photon.webscript.io/auth-demo-equals");
103                 GUILayout.Label("That authentication-service has no user-database. It confirms any user if 'name equals password'.");
104                 GUILayout.Label("The error message comes from that service and can be customized.");
105
106                 GUILayout.Space(10);
107
108                 GUILayout.BeginHorizontal();
109                 if (GUILayout.Button("Back"))
110                 {
111                     SetStateAuthInput();
112                 }
113                 if (GUILayout.Button("Help"))
114                 {
115                     SetStateAuthHelp();
116                 }
117                 GUILayout.EndHorizontal();
118                 break;
119
120             case GuiState.AuthHelp:
121
122                 GUILayout.Label("By default, any player can connect to Photon.\n'Custom Authentication' can be enabled to reject players without valid user-account.");
123
124                 GUILayout.Label("The actual authentication must be done by a web-service which you host and customize. Example sourcecode for these services is available on the docs page.");
125
126                 GUILayout.Label("For this demo set the Authentication URL in the Dashboard to:\nhttp://photon.webscript.io/auth-demo-equals");
127                 GUILayout.Label("That authentication-service has no user-database. It confirms any user if 'name equals password'.");
128
129                 GUILayout.Space(10);
130                 if (GUILayout.Button("Configure Authentication (Dashboard)"))
131                 {
132                     Application.OpenURL("https://cloud.exitgames.com/dashboard");
133                 }
134                 if (GUILayout.Button("Authentication Docs"))
135                 {
136                     Application.OpenURL("https://doc.exitgames.com/en/pun/current/tutorials/pun-and-facebook-custom-authentication");
137                 }
138
139
140                 GUILayout.Space(10);
141                 if (GUILayout.Button("Back to input"))
142                 {
143                     SetStateAuthInput();
144                 }
145                 break;
146
147             case GuiState.AuthInput:
148
149                 GUILayout.Label("Authenticate yourself");
150
151                 GUILayout.BeginHorizontal();
152                 this.authName = GUILayout.TextField(this.authName, GUILayout.Width(Screen.width/4 - 5));
153                 GUILayout.FlexibleSpace();
154                 this.authToken = GUILayout.TextField(this.authToken, GUILayout.Width(Screen.width/4 - 5));
155                 GUILayout.EndHorizontal();
156
157
158                 if (GUILayout.Button("Authenticate"))
159                 {
160                     PhotonNetwork.AuthValues = new AuthenticationValues();
161                     PhotonNetwork.AuthValues.SetAuthParameters(this.authName, this.authToken);
162                     PhotonNetwork.ConnectUsingSettings("1.0");
163                 }
164
165                 GUILayout.Space(10);
166
167                 if (GUILayout.Button("Help", GUILayout.Width(100)))
168                 {
169                     SetStateAuthHelp();
170                 }
171
172                 break;
173         }
174
175         GUILayout.EndArea();
176     }
File name: HubGui.cs Copy
28     void OnGUI()
29     {
30         GUI.skin = this.Skin;
31         GUILayout.Space(10);
32
33         GUILayout.BeginHorizontal();
34         GUILayout.Space(10);
35         scrollPos = GUILayout.BeginScrollView(scrollPos, GUILayout.Width(320));
36
37         GUILayout.Label("Basics", m_Headline);
38         if (GUILayout.Button("Demo Boxes", GUILayout.Width(280)))
39         {
40             demoDescription = "Demo Boxes\n\nUses ConnectAndJoinRandom script.\n(joins a random room or creates one)\n\nInstantiates simple prefab.\nSynchronizes positions without smoothing.";
41             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoBoxes-Scene" };
42         }
43         if (GUILayout.Button("Demo Worker", GUILayout.Width(280)))
44         {
45             demoDescription = "Demo Worker\n\nJoins the default lobby and shows existing rooms.\nLets you create or join a room.\nInstantiates an animated character.\nSynchronizes position and animation state of character with smoothing.\nImplements simple in-room Chat via RPC calls.";
46             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoWorker-Scene" };
47         }
48         if (GUILayout.Button("Movement Smoothing", GUILayout.Width(280)))
49         {
50             demoDescription = "Movement Smoothing\n\nUses ConnectAndJoinRandom script.\nShows several basic ways to update positions of remote objects.";
51             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoSynchronization-Scene" };
52         }
53
54         GUILayout.Label("Advanced", m_Headline);
55         if (GUILayout.Button("Ownership Transfer", GUILayout.Width(280)))
56         {
57             demoDescription = "Ownership Transfer\n\nShows how to transfer the ownership of a PhotonView.\nThe owner will send position updates of the GameObject.\nTransfer can be edited per PhotonView and set to Fixed (no transfer), Request (owner has to agree) or Takeover (owner can't object).";
58             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoChangeOwner-Scene" };
59             this.webLink = new DemoBtn();
60         }
61         if (GUILayout.Button("Pickup, Teams, Scores", GUILayout.Width(280)))
62         {
63             demoDescription = "Pickup, Teams, Scores\n\nUses ConnectAndJoinRandom script.\nImplements item pickup with RPCs.\nUses Custom Properties for Teams.\nCounts score per player and team.\nUses PhotonPlayer extension methods for easy Custom Property access.";
64             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoPickup-Scene" };
65             this.webLink = new DemoBtn();
66         }
67
68         GUILayout.Label("Feature Demos", m_Headline);
69         if (GUILayout.Button("Chat", GUILayout.Width(280)))
70         {
71             demoDescription = "Chat\n\nUses the Chat API (now part of PUN).\nSimple UI.\nYou can enter any User ID.\nAutomatically subscribes some channels.\nAllows simple commands via text.\n\nRequires configuration of Chat App ID in scene.";
72             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoChat-Scene" };
73             this.webLink = new DemoBtn();
74         }
75         if (GUILayout.Button("RPG Movement", GUILayout.Width(280)))
76         {
77             demoDescription = "RPG Movement\n\nDemonstrates how to use the PhotonTransformView component to synchronize position updates smoothly using inter- and extrapolation.\n\nThis demo also shows how to setup a Mecanim Animator to update animations automatically based on received position updates (without sending explicit animation updates).";
78             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoRPGMovement-Scene" };
79             this.webLink = new DemoBtn();
80         }
81         if (GUILayout.Button("Mecanim Animations", GUILayout.Width(280)))
82         {
83             demoDescription = "Mecanim Animations\n\nThis demo shows how to use the PhotonAnimatorView component to easily synchronize Mecanim animations.\n\nIt also demonstrates another feature of the PhotonTransformView component which gives you more control how position updates are inter-/extrapolated by telling the component how fast the object moves and turns using SetSynchronizedValues().";
84             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoMecanim-Scene" };
85             this.webLink = new DemoBtn();
86         }
87         if (GUILayout.Button("2D Game", GUILayout.Width(280)))
88         {
89             demoDescription = "2D Game Demo\n\nSynchronizes animations, positions and physics in a 2D scene.";
90             this.demoBtn = new DemoBtn() { Text = "Start", Link = "Demo2DJumpAndRunWithPhysics-Scene" };
91             this.webLink = new DemoBtn();
92         }
93         if (GUILayout.Button("Friends & Authentication", GUILayout.Width(280)))
94         {
95             demoDescription = "Friends & Authentication\n\nShows connect with or without (server-side) authentication.\n\nAuthentication requires minor server-side setup (in Dashboard).\n\nOnce connected, you can find (made up) friends.\nJoin a room just to see how that gets visible in friends list.";
96             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoFriends-Scene" };
97             this.webLink = new DemoBtn();
98         }
99
100         GUILayout.Label("Tutorial", m_Headline);
101         if (GUILayout.Button("Marco Polo Tutorial", GUILayout.Width(280)))
102         {
103             demoDescription = "Marco Polo Tutorial\n\nFinal result you could get when you do the Marco Polo Tutorial.\nSlightly modified to be more compatible with this package.";
104             this.demoBtn = new DemoBtn() { Text = "Start", Link = "MarcoPolo-Scene" };
105             this.webLink = new DemoBtn() { Text = "Open Tutorial (www)", Link = "http://tinyurl.com/nmylf44" };
106         }
107         GUILayout.EndScrollView();
108
109         GUILayout.BeginVertical(GUILayout.Width(Screen.width - 345));
110         GUILayout.Label(demoDescription);
111         GUILayout.Space(10);
112         if (!string.IsNullOrEmpty(this.demoBtn.Text))
113         {
114             if (GUILayout.Button(this.demoBtn.Text))
115             {
116                 Application.LoadLevel(this.demoBtn.Link);
117             }
118         }
119         if (!string.IsNullOrEmpty(this.webLink.Text))
120         {
121             if (GUILayout.Button(this.webLink.Text))
122             {
123                 Application.OpenURL(this.webLink.Link);
124             }
125         }
126         GUILayout.EndVertical();
127
128
129         GUILayout.EndHorizontal();
130     }
File name: IELdemo.cs Copy
12     public void Awake()
13     {
14         if (!PhotonNetwork.connected)
15         {
16             PhotonNetwork.autoJoinLobby = false;
17             PhotonNetwork.ConnectUsingSettings("0.9");
18         }
19     }
File name: WorkerMenu.cs Copy
43     public void Awake()
44     {
45         // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically
46         PhotonNetwork.automaticallySyncScene = true;
47
48         // the following line checks if this client was just created (and not yet online). if so, we connect
49         if (PhotonNetwork.connectionStateDetailed == PeerState.PeerCreated)
50         {
51             // Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project)
52             PhotonNetwork.ConnectUsingSettings("0.9");
53         }
54
55         // generate a name for this player, if none is assigned yet
56         if (String.IsNullOrEmpty(PhotonNetwork.playerName))
57         {
58             PhotonNetwork.playerName = "Guest" + Random.Range(1, 9999);
59         }
60
61         // if you wanted more debug out, turn this on:
62         // PhotonNetwork.logLevel = NetworkLogLevel.Full;
63     }
File name: WorkerMenu.cs Copy
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: RandomMatchmaker.cs Copy
8     void Start()
9     {
10         PhotonNetwork.ConnectUsingSettings("0.1");
11     }
File name: AccountService.cs Copy
27     private Action registrationCallback; // optional (when using async reg)

Using 114 lượt xem

Gõ tìm kiếm nhanh...