void OnGameLeave(object sender, UserGameLeaveResponse response) { MapService.Instance.CurrentMapId = 0; User.Instance.CurrentCharacterInfo = null; User.Instance.CurrentCharacter = null; Debug.LogFormat("OnGameLeave:{0} [{1}]", response.Result, response.Errormsg); if (this.isQuitGame) { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif } }
void OnGameLeave(object sender, UserGameLeaveResponse response) { Debug.LogFormat("OnGameLeave:{0} [{1}]", response.Result, response.Errormsg); }
private void OnGameLeave(object sender, UserGameLeaveResponse message) { Debug.LogFormat("UserGameLeaveResponse,:{0},{1}", message.Result, message.Errormsg); MapService.Instance.CurrentMapId = 0; User.Instance.CurrentCharacter = null; }
private void OnGameLeave(object sender, UserGameLeaveResponse message) { //MapService.Instance.CurrMapId = 0; //Models.User.Instance.CurrentCharacter = null; //Models.User.Instance.CurrentCharacterDbId = 0; }