private void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log("Disconnected from server " + info.ToString()); RemoveRoleManager(); ScreenDispatch.screenToOpen = ScreenDispatch.ScreenTarget.Profile; Application.LoadLevel(0); }
void OnDisconnectedFromServer( NetworkDisconnection info ) { if ( Network.isClient ) { Debug.Log( "Disconnected from server: " + info.ToString() ); // при успешном либо не успешном отключении выводим результат } else { Debug.Log( "Connections closed" ); // выводим при выключении сервера Network.Disconnect } }
void OnDisconnectedFromServer(NetworkDisconnection info) { if(MultiPlayer.state != GameState.EndGame) { Debug.Log("Server Disconnected."); Application.LoadLevel("Menu"); MultiPlayer.state = GameState.Error; MultiPlayer.errorLog = info.ToString(); MultiPlayer.playerList.Clear(); } }
void OnDisconnectedFromServer(NetworkDisconnection info) { if (Network.isClient) { Debug.Log("Disconnected from server: " + info.ToString()); // при успешном либо не успешном отключении выводим результат } else { Debug.Log("Connections closed"); // выводим при выключении сервера Network.Disconnect } }
private void doGetNetworkDisconnectionInfo() { NetworkDisconnection disconnectionInfo = Fsm.EventData.DisconnectionInfo; this.disconnectionLabel.Value = disconnectionInfo.ToString(); if (disconnectionInfo != NetworkDisconnection.Disconnected) { if (disconnectionInfo == NetworkDisconnection.LostConnection) { if (this.lostConnectionEvent != null) { base.Fsm.Event(this.lostConnectionEvent); } } } else if (this.disConnectedEvent != null) { base.Fsm.Event(this.disConnectedEvent); } }
void doGetNetworkDisconnectionInfo() { NetworkDisconnection _networkDisconnectionInfo = Fsm.EventData.DisconnectionInfo; disconnectionLabel.Value = _networkDisconnectionInfo.ToString(); switch (_networkDisconnectionInfo) { case NetworkDisconnection.Disconnected: if (disConnectedEvent != null) { Fsm.Event(disConnectedEvent); } break; case NetworkDisconnection.LostConnection: if (lostConnectionEvent != null) { Fsm.Event(lostConnectionEvent); } break; } }
void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log("Server connection disconnected: " + info.ToString()); Debug.Log("Current network peer type is " + Network.peerType.ToString()); ChangeClientState(ClientState.E_ClientDisconnected); if (m_ClientDisconnectedDelegate != null) { m_ClientDisconnectedDelegate(); m_ClientDisconnectedDelegate = null; } }
void OnDisconnectedFromServer(NetworkDisconnection info) { if(!LANManager.Instance.rejectedByServer) { LANManager.Instance.rejectedByServer = !GetComponent<GeneralScriptLAN>().quitAsked; LANManager.Instance.errorToDisplay = TextManager.Instance.texts["LAN"]["DISCONNECTED"] + info.ToString(); if(LANManager.Instance.rejectedByServer) { Application.LoadLevel("LAN"); } } }
void OnDisconnectedFromServer(NetworkDisconnection info) { isConnected = false; Debug.Log("Disconnected " + info.ToString()); }
void OnDisconnectedFromServer(NetworkDisconnection _NetDisconnectionInfo) { Debug.Log("Server connection disconnected: " + _NetDisconnectionInfo.ToString()); Debug.Log("Current network peer type is " + Network.peerType.ToString()); m_ServerStartedDelegate = null; m_ServerStoppedDelegate = null; m_ClientConnectedDelegate = null; m_ClientDisconnectedDelegate = null; StopServerAdvertising(); ChangeServerState(ServerState.E_ServerStopped); if (m_ServerStoppedDelegate != null) { m_ServerStoppedDelegate(); m_ServerStoppedDelegate = null; } }
void OnDisconnectedFromServer(NetworkDisconnection info) { log += "Disconnected from server: " + info.ToString() + "\n"; chat = ""; chatEnabled = false; }
void OnDisconnectedFromServer(NetworkDisconnection in_info) { Debug.Log(in_info.ToString()); Application.LoadLevel(0); }
// 서버에서 끊어졌다. void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log("DisconnectedFromServer: " + info.ToString()); status = Status.DisconnectedFromServer; Application.LoadLevel(0); }
void OnDisconnectedFromServer(NetworkDisconnection dc) { print("OnDisconnectedFromServer--" + dc.ToString()); }
//If the client is disconnected from the server, load back to the main menu void OnDisconnectedFromServer(NetworkDisconnection info) { print (info.ToString()); Application.LoadLevel (menuLevelName); //This is what caused startServer -> refreshHlist to duplicate network manager }
void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log("Disconnected from the server: " + info.ToString()); }
void OnDisconnectedFromServer(NetworkDisconnection info) { if(!LANManager.Instance.rejectedByServer) { LANManager.Instance.rejectedByServer = true; LANManager.Instance.errorToDisplay = TextManager.Instance.texts["LAN"]["DISCONNECTED"] + info.ToString(); if(LANManager.Instance.rejectedByServer) { Application.LoadLevel("LAN"); } } }
void OnDisconnectedFromServer(NetworkDisconnection info) { m_isConnected = false; IsHost = false; Debug.Log("Disconnected from server: " + info.ToString()); Application.LoadLevel("Tutorial"); // reload scene to reset game; cleaning up scene is too much work }
void OnDisconnectedFromServer(NetworkDisconnection info) { /*Debug.Log("DisconnectedFromServer."); playerList.Clear(); state = GameState.Multi; //back = true; Refresh();*/ if(state == GameState.Lobby) { Debug.Log("DisconnectedFromServer."); playerList.Clear(); state = GameState.Error; errorLog = info.ToString(); //back = true; Refresh(); } }
void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log (info.ToString()); Application.LoadLevel("ListePartie"); }
//Called on client on player's disconnection void OnDisconnectedFromServer(NetworkDisconnection info) { if (Network.isServer) { hostMenu.SetActive(true); this.gameObject.SetActive(false); } else { joinMenu.GetComponent<sJoinMenu>().sConnectionErrorMessage = "Disconnected from server: " + info.ToString(); joinMenu.SetActive(true); this.gameObject.SetActive(false); } }
//Called on client on player's disconnection void OnDisconnectedFromServer(NetworkDisconnection info) { if (Network.isServer) { hostMenu.SetActive(true); this.gameObject.SetActive(false); } else { joinMenu.GetComponent <sJoinMenu>().sConnectionErrorMessage = "Disconnected from server: " + info.ToString(); joinMenu.SetActive(true); this.gameObject.SetActive(false); } }