在大厅获取“房间自定义”属性

时间:2018-11-29 02:20:52

标签: c# unity3d photon

我要在大厅里获得房间的属性。我确定属性会设置为在大厅显示并添加一个字符串。 但是,目前要使用RoomInfo类实例化此属性,它似乎是空的。 这是我用来创建新房间的代码:

RoomName = T.text;
        Has.Add("Password", CreateRoomS.Password);
        R = new RoomInfo(RoomName,);
        if (R.CustomProperties["Password"] == null)
        {
           PhotonNetwork.JoinRoom(T.text);
        }
        else
        {
            Password = (string)R.CustomProperties["Password"];
            Protector.GetComponent<Animator>().SetBool("Show", true);
            LockPanel.GetComponent<Animator>().SetBool("Show", true);
            IsByB = true;
        }

这是获取它们的代码:

button_list = []

def create_buttons():
    # Create the buttons
    for x in range(code_squares):
        # Code_squares is how many squares are on the board
        new_button = Button(frame_list[x], text = "", relief = RAISED)
        new_button.pack(fill=BOTH, expand=1)
        new_button.bind("<Button-1>", lambda event: box_open(event, x))
        button_list.append(new_button)

def box_open(event, x):
    if box_list[x] == "M":
        # Checks if the block is a mine
        button_list[x].config(text="M", relief = SUNKEN)
        # Stops if it was a mine
        root.quit()
    else:
        # If not a mine, it changes the button text to the xth term in box_list, which is the amount of nearby mines.
        print("in")
        button_list[x].config(text=box_list[x], relief = SUNKEN)

0 个答案:

没有答案