// you can find PUN's callbacks in the class PunBehaviour or in enum PhotonNetworkingMessage
publicvirtualvoid OnConnectedToMaster()
{
Debug.Log("OnConnectedToMaster() was called by PUN. Now this client is connected and could join a room. Calling: PhotonNetwork.JoinRandomRoom();");
PhotonNetwork.JoinRandomRoom();
}
publicvirtualvoid OnJoinedLobby()
{
Debug.Log("OnJoinedLobby(). This client is connected and does get a room-list, which gets stored as PhotonNetwork.GetRoomList(). This script now calls: PhotonNetwork.JoinRandomRoom();");
PhotonNetwork.JoinRandomRoom();
}
publicvirtualvoid OnPhotonRandomJoinFailed()
{
Debug.Log("OnPhotonRandomJoinFailed() was called by PUN. No random room available, so we create one. Calling: PhotonNetwork.CreateRoom(null, new RoomOptions() {maxPlayers = 4}, null);");
PhotonNetwork.CreateRoom(null, new RoomOptions() { MaxPlayers = 4 }, null);
}
// the following methods are implemented to give you some context. re-implement them as needed.
Debug.Log("OnJoinedRoom() called by PUN. Now this client is in a room. From here on, your game would be running. For reference, all callbacks are listed in enum: PhotonNetworkingMessage");