protected override void OnExit() { LogProxy.Info("RoomState: OnExit"); _director.StopWorker(); _director.ResetDirector(); _photonClient.CurrentRoom?.Leave(); // CurrentRoom and messenger would have been destroyed by this point so no need to unsubscribe _stateController.Terminate(); PlayGen.Unity.Utilities.Loading.Loading.Stop(); }
private void OnApplicationQuit() { if (!_isDisposed) { Application.CancelQuit(); _stateController.Terminate(); LogProxy.Info("Game Quit Gracefully."); Logger.Flush(); _isDisposed = true; Application.Quit(); } }
protected override void OnExit() { _stateController.Terminate(); _photonClient.Dispose(); }
protected override void OnExit() { _stateController.Terminate(); }