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

Featured Snippets


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: GUIFriendFinding.cs Copy
46     public void OnUpdatedFriendList()
47     {
48         Debug.Log("OnUpdatedFriendList is called when the list PhotonNetwork.Friends is refreshed.");
49     }
File name: GUIFriendsInRoom.cs Copy
15     public void OnGUI()
16     {
17         if (PhotonNetwork.connectionStateDetailed != PeerState.Joined)
18         {
19             return;
20         }
21
22         GUILayout.BeginArea(GuiRect);
23
24         GUILayout.Label("In-Game");
25         GUILayout.Label("For simplicity, this demo just shows the players in this room. The list will expand when more join.");
26         GUILayout.Label("Your (random) name: " + PhotonNetwork.playerName);
27         GUILayout.Label(PhotonNetwork.playerList.Length + " players in this room.");
28         GUILayout.Label("The others are:");
29         foreach (PhotonPlayer player in PhotonNetwork.otherPlayers)
30         {
31             GUILayout.Label(player.ToString());
32         }
33
34         if (GUILayout.Button("Leave"))
35         {
36             PhotonNetwork.LeaveRoom();
37         }
38         GUILayout.EndArea();
39     }
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: DemoMecanimGUI.cs Copy
16     private PhotonAnimatorView m_AnimatorView; // local animatorView. set when we create our character in CreatePlayerObject()
17     private Animator m_RemoteAnimator; // to display the synchronized values on the right side in the GUI. A third player will simply be ignored (until the second player leaves)
28     public void Awake()
29     {
30
31     }
File name: WorkerInGame.cs Copy
26     public void OnGUI()
27     {
28         if (GUILayout.Button("Return to Lobby"))
29         {
30             PhotonNetwork.LeaveRoom(); // we will load the menu level when we successfully left the room
31         }
32     }
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: AccountService.cs Copy
27     private Action registrationCallback; // optional (when using async reg)
File name: LoadbalancingPeer.cs Copy
86         public virtual bool OpCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby lobby, Hashtable playerProperties, bool onGameServer)
87         {
88             if (this.DebugOut >= DebugLevel.INFO)
89             {
90                 this.Listener.DebugReturn(DebugLevel.INFO, "OpCreateRoom()");
91             }
92
93             Dictionary op = new Dictionary();
94
95             if (!string.IsNullOrEmpty(roomName))
96             {
97                 op[ParameterCode.RoomName] = roomName;
98             }
99             if (lobby != null)
100             {
101                 op[ParameterCode.LobbyName] = lobby.Name;
102                 op[ParameterCode.LobbyType] = (byte)lobby.Type;
103             }
104
105             if (onGameServer)
106             {
107                 if (playerProperties != null && playerProperties.Count > 0)
108                 {
109                     op[ParameterCode.PlayerProperties] = playerProperties;
110                     op[ParameterCode.Broadcast] = true; // TODO: check if this also makes sense when creating a room?! // broadcast actor properties
111                 }
112
113
114                 if (roomOptions == null)
115                 {
116                     roomOptions = new RoomOptions();
117                 }
118
119                 Hashtable gameProperties = new Hashtable();
120                 op[ParameterCode.GameProperties] = gameProperties;
121                 gameProperties.MergeStringKeys(roomOptions.customRoomProperties);
122
123                 gameProperties[GameProperties.IsOpen] = roomOptions.isOpen; // TODO: check default value. dont send this then
124                 gameProperties[GameProperties.IsVisible] = roomOptions.isVisible; // TODO: check default value. dont send this then
125                 gameProperties[GameProperties.PropsListedInLobby] = roomOptions.customRoomPropertiesForLobby;
126                 if (roomOptions.maxPlayers > 0)
127                 {
128                     gameProperties[GameProperties.MaxPlayers] = roomOptions.maxPlayers;
129                 }
130                 if (roomOptions.cleanupCacheOnLeave)
131                 {
132                     op[ParameterCode.CleanupCacheOnLeave] = true; // this is actually setting the room's config
133                     gameProperties[GameProperties.CleanupCacheOnLeave] = true; // this is only informational for the clients which join
134                 }
135             }
136
137             // UnityEngine.Debug.Log("CreateGame: " + SupportClass.DictionaryToString(op));
138             return this.OpCustom(OperationCode.CreateGame, op, true);
139         }
File name: LoadbalancingPeer.cs Copy
358         public virtual bool OpAuthenticate(string appId, string appVersion, string userId, AuthenticationValues authValues, string regionCode)
359         {
360             if (this.DebugOut >= DebugLevel.INFO)
361             {
362                 this.Listener.DebugReturn(DebugLevel.INFO, "OpAuthenticate()");
363             }
364
365             Dictionary opParameters = new Dictionary();
366             if (authValues != null && authValues.Secret != null)
367             {
368                 opParameters[ParameterCode.Secret] = authValues.Secret;
369                 return this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte)0, false);
370             }
371
372             opParameters[ParameterCode.AppVersion] = appVersion;
373             opParameters[ParameterCode.ApplicationId] = appId;
374
375             if (!string.IsNullOrEmpty(regionCode))
376             {
377                 opParameters[ParameterCode.Region] = regionCode;
378             }
379
380             if (!string.IsNullOrEmpty(userId))
381             {
382                 opParameters[ParameterCode.UserId] = userId;
383             }
384
385
386             if (authValues != null && authValues.AuthType != CustomAuthenticationType.None)
387             {
388                 if (!this.IsEncryptionAvailable)
389                 {
390                     this.Listener.DebugReturn(DebugLevel.ERROR, "OpAuthenticate() failed. When you want Custom Authentication encryption is mandatory.");
391                     return false;
392                 }
393
394                 opParameters[ParameterCode.ClientAuthenticationType] = (byte)authValues.AuthType;
395                 if (!string.IsNullOrEmpty(authValues.Secret))
396                 {
397                     opParameters[ParameterCode.Secret] = authValues.Secret;
398                 }
399                 //else
400                 //{
401                     if (!string.IsNullOrEmpty(authValues.AuthParameters))
402                     {
403                         opParameters[ParameterCode.ClientAuthenticationParams] = authValues.AuthParameters;
404                     }
405                     if (authValues.AuthPostData != null)
406                     {
407                         opParameters[ParameterCode.ClientAuthenticationData] = authValues.AuthPostData;
408                     }
409                 //}
410             }
411
412             bool sent = this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte)0, this.IsEncryptionAvailable);
413             if (!sent)
414             {
415                 this.Listener.DebugReturn(DebugLevel.ERROR, "Error calling OpAuthenticate! Did not work. Check log output, CustomAuthenticationValues and if you're connected.");
416             }
417             return sent;
418         }

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