using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
using PhotonHashTable = ExitGames.Client.Photon.Hashtable;

public class PhotonTestScript : MonoBehaviourPunCallbacks {

    void Start() {
        PhotonNetwork.ConnectUsingSettings();
    }

    public override void OnConnectedToMaster() {
        Debug.Log("OnConnectedToMaster() was called by PUN.");
        Debug.LogError("Region: " + PhotonNetwork.CloudRegion);
        PhotonNetwork.JoinRandomRoom();
    }

    public override void OnJoinedRoom() {
        Debug.Log("OnJoinedRoom() called by PUN. Now this client is in a room.");
    }

    public override void OnJoinRandomFailed(short returnCode, string message) {
        Debug.Log("OnJoinRandomFailed() was called by PUN. No random room available, so we create one.\nCalling: PhotonNetwork.CreateRoom");

        RoomOptions roomOptions = new RoomOptions();
        roomOptions.IsVisible = true;
        roomOptions.IsOpen = true;
        roomOptions.MaxPlayers = 4;
        PhotonNetwork.CreateRoom(null, roomOptions);
    }

    public override void OnCreateRoomFailed(short returnCode, string message) {
        Debug.Log(message);
    }
}
