UnityEngine.GameObject.SetActive C# (CSharp) Méthode

SetActive() public méthode

public SetActive ( bool value ) : void
value bool
Résultat void
		public void SetActive(bool value){}
		public void SetActiveRecursively(bool state){}

Usage Example

Exemple #1
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        /// <summary>
        /// Start the connection process.
        /// - If already connected, we attempt joining a random room
        /// - if not yet connected, Connect this application instance to Photon Cloud Network
        /// </summary>
        public void Connect()
        {
            // we want to make sure the log is clear everytime we connect, we might have several failed attempted if connection failed.
            feedbackText.text = "";

            // keep track of the will to join a room, because when we come back from the game we will get a callback that we are connected, so we need to know what to do then
            isConnecting = true;

            // hide the Play button for visual consistency
            controlPanel.SetActive(false);

            // start the loader animation for visual effect.
            if (loaderAnime != null)
            {
                loaderAnime.StartLoaderAnimation();
            }

            // we check if we are connected or not, we join if we are , else we initiate the connection to the server.
            if (PhotonNetwork.IsConnected)
            {
                LogFeedback("Joining Room...");
                // #Critical we need at this point to attempt joining a Random Room. If it fails, we'll get notified in OnJoinRandomFailed() and we'll create one.
                PhotonNetwork.JoinRandomRoom();
            }
            else
            {
                LogFeedback("Connecting...");

                // #Critical, we must first and foremost connect to Photon Online Server.
                PhotonNetwork.GameVersion = this.gameVersion;
                PhotonNetwork.ConnectUsingSettings();
            }
        }
All Usage Examples Of UnityEngine.GameObject::SetActive