Beispiel #1
0
        protected override void EndGameplay(int userId)
        {
            RemoveUser(userId);

            var instance = instances.Single(i => i.UserId == userId);

            instance.FadeColour(colours.Gray4, 400, Easing.OutQuint);
            syncManager.RemovePlayerClock(instance.GameplayClock);
            leaderboard.RemoveClock(userId);
        }
Beispiel #2
0
        protected override void EndGameplay(int userId, SpectatorState state)
        {
            // Allowed passed/failed users to complete their remaining replay frames.
            // The failed state isn't really possible in multiplayer (yet?) but is added here just for safety in case it starts being used.
            if (state.State == SpectatedUserState.Passed || state.State == SpectatedUserState.Failed)
            {
                return;
            }

            RemoveUser(userId);

            var instance = instances.Single(i => i.UserId == userId);

            instance.FadeColour(colours.Gray4, 400, Easing.OutQuint);
            syncManager.RemovePlayerClock(instance.GameplayClock);
            leaderboard.RemoveClock(userId);
        }
Beispiel #3
0
 protected override void EndGameplay(int userId)
 {
     RemoveUser(userId);
     leaderboard.RemoveClock(userId);
 }