void LeavePlayingState() { //Game.game.clientFrontend.Clear(); PrefabAssetManager.DestroyEntity(m_GameWorld.EntityManager, m_LocalPlayer); m_LocalPlayer = Entity.Null; m_clientWorld.Shutdown(); m_clientWorld = null; // TODO (petera) replace this with a stack of levels or similar thing. For now we just load the menu no matter what //Game.game.levelManager.UnloadLevel(); //Game.game.levelManager.LoadLevel("level_menu"); PrefabAssetManager.Shutdown(); #pragma warning disable 618 // we're keeping World.Active until we can properly remove them all // FIXME: not compatible with dots netcode m_GameWorld = World.Active; World.Active.CreateSystem <GameTimeSystem>(); #pragma warning restore 618 //Game.game.clientFrontend.ShowMenu(ClientFrontend.MenuShowing.None); //Game.game.levelManager.LoadLevel("level_menu"); GameDebug.Log("Left playingstate"); }
public void Shutdown() { GameDebug.Log("ClientGameLoop shutdown"); Console.RemoveCommandsWithTag(this.GetHashCode()); m_StateMachine.Shutdown(); m_NetworkClient.Shutdown(); PrefabAssetManager.Shutdown(); m_Transport.Shutdown(); }