public static void OnDisconnectedFromServer()
 {
     if (DestroysOnDisconnect.ListClassInitialized && DestroysOnDisconnect.List.all.Count > 0)
     {
         DestroysOnDisconnect[] array = DestroysOnDisconnect.List.all.ToArray();
         for (int i = 0; i < (int)array.Length; i++)
         {
             DestroysOnDisconnect destroysOnDisconnect = array[i];
             if (destroysOnDisconnect)
             {
                 UnityEngine.Object.Destroy(destroysOnDisconnect.gameObject);
             }
         }
     }
 }
Beispiel #2
0
        public bool MoveNext()
        {
            uint num = (uint)this.$PC;

            this.$PC = -1;
            switch (num)
            {
            case 0:
                this.$current = null;
                this.$PC      = 1;
                goto Label_0098;

            case 1:
                this.$current = null;
                this.$PC      = 2;
                goto Label_0098;

            case 2:
                try
                {
                    SoundPool.Drain();
                }
                catch (Exception exception)
                {
                    this.< e > __0 = exception;
                    UnityEngine.Debug.LogException(this.< e > __0);
                }
                try
                {
                    DestroysOnDisconnect.OnDisconnectedFromServer();
                }
                catch (Exception exception2)
                {
                    this.< e > __1 = exception2;
                    UnityEngine.Debug.LogException(this.< e > __1);
                }
                this.$PC = -1;
                break;
            }
            return(false);

Label_0098:
            return(true);
        }
Beispiel #3
0
 protected void Awake()
 {
     _serverMan = this;
     UnityEngine.Object.DontDestroyOnLoad(base.gameObject);
     DestroysOnDisconnect.ApplyToGameObject(base.gameObject);
 }