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VisualizeRooms

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Parameter Definitions

Select the parameter name from below to jump directly to it on this page.

autoUpate
canDisplaySessionRooms
debugging
filterRooms
onlyDisplaySessionRooms
parentObj
roomButton


autoUpate

Watch for any room changes and auto update this list.

Exposed Value Type Default Value
protected bool false

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canDisplaySessionRooms

If this is true it will display each sub photon room as part of the session. Basically each Unity”
scene that a connected player is in.

Exposed Value Type Default Value
public bool false

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debugging

Enable this if you want to have verbose logging to the console. Meant for debugging purposes.

Exposed Value Type Default Value
protected bool false

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filterRooms

If this has any value in it that means if the photom room doesn’t have this value int it will not be”
displayed.

Exposed Value Type Default Value
protected string ””

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onlyDisplaySessionRooms

If this is true it will only display the master session room. As in any photom room with an ‘_’ in”
the name will not be displayed.

Exposed Value Type Default Value
public string ””

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parentObj

The gameobject that will act as the parent. Will replace all child objects according to results.

Exposed Value Type Default Value
protected Transform null

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roomButton

Each room found will spawn this as a child of the parentObj.

Exposed Value Type Default Value
protected GameObject null

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Function Definitions

Select the function name from below to jump directly to it on this page.

GenerateRoomButton
GetRoomListFromUI
ManullayUpdateList
RefreshList
SetFilter
Update
WaitForChange
WaitForListChange


protected virtual void GenerateRoomButton(string roomName, RoomInfo roomInfo)

Sets the room button values based on the room info. Also makes sure its set properly as a child object and its scale is correct.

Expose Value Overrideable Returns
protected True Does not return anything
Parameter Name Description
roomName string type, the name of the room to display
roomInfo RoomInfo type, the information used to join the room if this is clicked

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public virtual void GetRoomListFromUI()

Dynamically gets the room list that is saved in the UICoreLogic component and calls RefreshList with this new list.

Expose Value Overrideable Returns
public True Does not return anything

No parameters

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public virtual void ManullayUpdateList(Dictionary<string, RoomInfo> roomList)

Calls the to set the list of rooms to be displayed manually.

Expose Value Overrideable Returns
public True Does not return anything
Parameter Name Description
roomList Dictionary<string, RoomInfo> type, a list of rooms to be displayed

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protected virtual void RefreshList()

Destroys all child objects first then loops through all found rooms and spawns a new child object for each found room that matches the set criteria.

Expose Value Overrideable Returns
protected True Does not return anything

No parameters

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public virtual void SetFilter(string filter)

Sets the filterRooms parameter value to be whatever you pass in. Then calls the WaitForListChange function.

Expose Value Overrideable Returns
public True Does not return anything
Parameter Name Description
filter string type, the value that the room names must have

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protected virtual void Update()

If the previous count of the number of rooms is different it will call the GetRoomListFromUI function.

Expose Value Overrideable Returns
protected True Does not return anything

No parameters

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protected virtual IEnumerator WaitForChange()

Waits until the UICoreLogic’s room list is greater than zero. As soon as it is it calls the GetRoomListFromUI function.

Expose Value Overrideable Returns
protected True  

No parameters

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public virtual void WaitForListChange()

Calls the WaitForChange IEnumerator

Expose Value Overrideable Returns
public True Does not return anything

No parameters

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