End Game a multiplayer Game
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End Game a multiplayer Game
BlackShadow972
2020-07-23 15:57:28
Hello, I'm beginer with Photon and I am developing a multiplayer Pong game. I managed to develop the game and make the conditions for victory. But I'm looking
How to end a game properly by removing all players from a room and returning to the main menu (the player is disconnected from the server)
Return to the lobby while remaining connected to the master server, ready to search for a new game.
Can you help me perform the correct method please ?
Comments
BlackShadow972
2020-07-25 14:15:37
This is my code and it function well, but i have a message issue at the line ( PhotonNetwork.LeaveRoom())
In my debug console it say: Operation LeaveRoom(254) not called beacause client is not connected or not ready yet, client state: leaving
void Update()
{
// Win condition
if (scoreP1.score == scoreVictoire)
{
textVictoire.text = "Player 1 win";
finDePartie = true;
StartCoroutine(EndGame());
}
else if (scoreP2.score == scoreVictoire)
{
textVictoire.text = "Player 2 win";
finDePartie = true;
StartCoroutine(EndGame());
}
// lorsque la balle n'est plus en jeux et la partie n'est pas fini
if (ballEnJeu == false && finDePartie == false)
{
SpawnBall();
ballEnJeu = true;
}
}
public void SpawnBall()
{
GameObject ball = PhotonNetwork.Instantiate("BallOnline", spawnBallPoint.transform.position, Quaternion.identity);
ballEnJeu = true;
finDePartie = false;
}
// à la deconnexion de la salle, changement de scene et retour au menu principal
public override void OnDisconnected(DisconnectCause cause)
{
Debug.Log("cause de la deconnexion: " + cause.ToString());
UnityEngine.SceneManagement.SceneManager.LoadScene(0);<s></s>
}
public override void OnLeftRoom()
{
PhotonNetwork.Disconnect();
}
private IEnumerator EndGame()
{
float timer = 5.0f;
while (timer > 0.0f)
{
yield return new WaitForEndOfFrame();
timer -= Time.deltaTime;
Debug.Log(timer);
}
PhotonNetwork.LeaveRoom();
Debug.Log("sortie de chambre");
}
}
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