【发布时间】:2020-02-11 20:06:12
【问题描述】:
这是我的代码...
public class AutoLog : MonoBehaviourPunCallbacks
{
public void Connect()
{
if (!PhotonNetwork.IsConnected)
{
if (PhotonNetwork.ConnectUsingSettings())
{
log.text += "\nConnected to Server";
}
else
{
log.text += "\nFalling Connecting to Server";
}
}
}
public override void OnConnectedToMaster()
{
connect.interactable = false;
join.interactable = true;
}
............
public void JoinRandom()
{
if (!PhotonNetwork.JoinRandomRoom())
{
log.text += "\nFail Joinned Room";
}
}
知道会发生什么或如何解决
public override void OnJoinRandomFailed(short returnCode, string message)
{
log.text += "\nNo Rooms to Join, creating one...";
if(PhotonNetwork.CreateRoom(null, new Photon.Realtime.RoomOptions() { MaxPlayers = maxPlayer }))
{
log.text += "\nRoom Create";
}
else
{
log.text += "\nFail Creating Room";
}
}
public override void OnJoinedRoom()
{
log.text += "\nJoinned";
}
}
当 2 名玩家进入时,他们不会加入同一个房间,每个玩家都会创建另一个房间。
我使用 Photon2 来统一。
知道会发生什么或如何解决
【问题讨论】:
-
您的
maxPlayer值是多少? (您将它传递给房间选项,但它在其他地方定义,并且未在您的代码示例中显示。)