public void StopLANClient() { if (NetworkClient.active) { this.networkManager.StopClient(); } this.LANClientReady.SetActive(false); this.LANClientNotReady.SetActive(false); this.LANClientNotConnected.SetActive(false); this.initialMenu.SetActive(true); this.optionsMenu.SetActive(true); EnableAttributeEditor enableEditorObj = this.optionsMenu.GetComponentInChildren <EnableAttributeEditor>(); if (enableEditorObj != null && enableEditorObj.isCustomOptionSelected) { enableEditorObj.TurnOnCanvasGroup(); } GameMetricLogger.DisableLoggerHotkey(); GameMetricLogger.SetGameLogger(GameLoggerOptions.GameIsOver); }
public void StopLANHost() { //NOTE(Thompson): This is the official method of resetting the LAN session if the //player wants to play a new LAN session after ending a previous LAN session. SceneManager.LoadScene("new_multiplayer"); //NOTE(Thompson): When reloading a scene, the GUIs are not reset to its initial states. Therefore //the following reinitialization codes are necessary. this.networkManager.StopHost(); this.LANHost.SetActive(false); this.LANClientReady.SetActive(false); this.LANClientNotReady.SetActive(false); this.LANClientNotConnected.SetActive(false); this.initialMenu.SetActive(true); this.optionsMenu.SetActive(true); EnableAttributeEditor enableEditorObj = this.optionsMenu.GetComponentInChildren <EnableAttributeEditor>(); if (enableEditorObj != null && enableEditorObj.isCustomOptionSelected) { enableEditorObj.TurnOnCanvasGroup(); } MinimapStuffs stuffs = GameObject.FindObjectOfType <MinimapStuffs>(); if (stuffs != null) { stuffs.playerCameraPanning = Camera.main.GetComponent <CameraPanning>(); Camera minimapCamera = stuffs.GetComponent <Camera>(); minimapCamera.enabled = false; } if (Taskbar.Instance != null) { Taskbar.Instance.ShowTaskbar(false); } GameMetricLogger.DisableLoggerHotkey(); //GameMetricLogger.SetGameLogger(GameLoggerOptions.StopGameMetrics); }