using ExitGames.Client.Photon; using UnityEngine; public static class TeamExtensions { public static PunTeams.Team GetTeam(this PhotonPlayer player) { object value; if (player.CustomProperties.TryGetValue("team", out value)) { return (PunTeams.Team)value; } return PunTeams.Team.none; } public static void SetTeam(this PhotonPlayer player, PunTeams.Team team) { if (!PhotonNetwork.connectedAndReady) { Debug.LogWarning(string.Concat("JoinTeam was called in state: ", PhotonNetwork.connectionStateDetailed, ". Not connectedAndReady.")); return; } PunTeams.Team team2 = player.GetTeam(); if (team2 != team) { player.SetCustomProperties(new Hashtable { { "team", (byte)team } }); } } }