protected override void Handle(SpeedPauseRequestCommand command)
        {
            // If we are not yet connected don't answer as we're not counted towards
            // the "number of required consenting clients" until we are done with loading
            if (!MultiplayerManager.Instance.IsConnected())
            {
                return;
            }

            SpeedPauseHelper.PlayPauseRequest(command.SimulationPaused, command.SelectedSimulationSpeed, command.RequestId);
        }
Example #2
0
        protected override void Handle(SpeedPauseRequestCommand command)
        {
            // If we are a client but not yet connected, don't answer as we're not counted towards
            // the "number of required consenting clients" until we are done with loading
            if (MultiplayerManager.Instance.CurrentRole == MultiplayerRole.Client &&
                MultiplayerManager.Instance.CurrentClient.Status != ClientStatus.Connected)
            {
                return;
            }

            SpeedPauseHelper.PlayPauseRequest(command.SimulationPaused, command.SelectedSimulationSpeed, command.RequestId);
        }
Example #3
0
 protected override void Handle(SpeedPauseRequestCommand command)
 {
     SpeedPauseHelper.PlayPauseRequest(command.SimulationPaused, command.SelectedSimulationSpeed, command.RequestId);
 }