protected override bool Handle_Network_Event( CNetworkEvent network_event ) { if ( base.Handle_Network_Event( network_event ) ) { return true; } switch ( network_event.NetworkEvent ) { case ENetworkEvent.Disconnection: CConnectedPlayerManager.Instance.Suspend_Connected_Player( network_event.ID ); return true; } return false; }
protected virtual bool Handle_Network_Event( CNetworkEvent network_event ) { return false; }
protected override bool Handle_Network_Event( CNetworkEvent network_event ) { if ( base.Handle_Network_Event( network_event ) ) { return true; } switch ( network_event.NetworkEvent ) { case ENetworkEvent.Connection_Success: CClientResource.Output_Text( EClientTextID.Client_Connection_Success_Notice ); return true; case ENetworkEvent.Connection_Failure: CClientResource.Output_Text( EClientTextID.Client_Connection_Failure_Notice ); return true; case ENetworkEvent.Disconnection: Handle_Disconnection_Event(); return true; case ENetworkEvent.Unable_To_Send_Message: CClientResource.Output_Text( EClientTextID.Client_Not_Connected_To_Server ); return true; } return false; }