void uLink_OnDisconnectedFromServer(uLink.NetworkDisconnection mode)
    {
        MessageBox_N.CancelMask(MsgInfoType.ServerLoginMask);

        if (mode == uLink.NetworkDisconnection.LostConnection)
        {
            if (LogFilter.logDebug)
            {
                Debug.Log("Lost connection");
            }
            else
            if (LogFilter.logDebug)
            {
                Debug.Log("Disconnected. Mode:" + mode);
            }
        }

        RolesInGame.Clear();

        if (null != OnDisconnectEvent)
        {
            OnDisconnectEvent();
        }

        Cursor.lockState = Screen.fullScreen? CursorLockMode.Confined: CursorLockMode.None;
        Cursor.visible   = true;
        PeCamera.SetVar("ForceShowCursor", true);
    }
Esempio n. 2
0
 public void uLink_OnServerUninitialized(uLink.NetworkDisconnection error)
 {
     MessageLog.AddMessage("Disconnected from server: " + error);
     if (CurrentServer != null)
     {
         Destroy(CurrentServer.gameObject);
     }
     TryingToConnect = false;
 }
Esempio n. 3
0
    // Disconnected from server
    void uLink_OnDisconnectedFromServer(uLink.NetworkDisconnection mode)
    {
        if (mode == uLink.NetworkDisconnection.LostConnection)
        {
            LogManager.General.Log("Lost connection to the server after timeout");
        }
        else
        {
            LogManager.General.Log("Lost connection to the server");
        }

        LogManager.General.Log("Time scale: 0%");

        //Time.timeScale = 0f;
        disconnected = true;
    }
Esempio n. 4
0
 private void uLink_OnDisconnectedFromServer(uLink.NetworkDisconnection mode)
 {
     Debug.Log("uLink_OnDisconnectedFromServer " + gameObject.name);
 }
Esempio n. 5
0
 // Disconnected from server
 void uLink_OnDisconnectedFromServer(uLink.NetworkDisconnection mode)
 {
     this.enabled = false;
 }
Esempio n. 6
0
    //FIX ME
    void uLink_OnDisconnectedFromServer(uLink.NetworkDisconnection mode)
    {
        // remove all ppis, except local player !!!!

        PPIs.RemoveAll(ps => ps.Player != uLink.Network.player);
    }