using Photon; using UnityEngine; using UnityEngine.SceneManagement; public class WorkerInGame : Photon.MonoBehaviour { public Transform playerPrefab; public void Awake() { if (!PhotonNetwork.connected) { SceneManager.LoadScene(WorkerMenu.SceneNameMenu); } else { PhotonNetwork.Instantiate(playerPrefab.name, base.transform.position, Quaternion.identity, 0); } } public void OnGUI() { if (GUILayout.Button("Return to Lobby")) { PhotonNetwork.LeaveRoom(); } } public void OnMasterClientSwitched(PhotonPlayer player) { Debug.Log("OnMasterClientSwitched: " + player); InRoomChat component = GetComponent(); if (component != null) { string newLine = ((!player.IsLocal) ? (player.NickName + " is Master Client now.") : "You are Master Client now."); component.AddLine(newLine); } } public void OnLeftRoom() { Debug.Log("OnLeftRoom (local)"); SceneManager.LoadScene(WorkerMenu.SceneNameMenu); } public void OnDisconnectedFromPhoton() { Debug.Log("OnDisconnectedFromPhoton"); SceneManager.LoadScene(WorkerMenu.SceneNameMenu); } public void OnPhotonInstantiate(PhotonMessageInfo info) { Debug.Log("OnPhotonInstantiate " + info.sender); } public void OnPhotonPlayerConnected(PhotonPlayer player) { Debug.Log("OnPhotonPlayerConnected: " + player); } public void OnPhotonPlayerDisconnected(PhotonPlayer player) { Debug.Log("OnPlayerDisconneced: " + player); } public void OnFailedToConnectToPhoton() { Debug.Log("OnFailedToConnectToPhoton"); SceneManager.LoadScene(WorkerMenu.SceneNameMenu); } }