/// <summary> /// If application was closed we are sending to server signal that we have disconnected. /// </summary> private void OnApplicationQuit() { print("Quitting application. Disconneting from server."); if (FoolNetwork.LocalPlayer.IsInRoom) { FoolNetwork.LeaveRoom(); } FoolNetwork.Disconnect("On Application Quit"); }
/// <summary> /// Connects to server. Called in scene 'Connecting to server.scene' /// </summary> public void ConnectToGameServer(string ip, int port, string authToken) { ConnectionState = FoolNetwork.connectionState; if (ConnectionState == FoolNetwork.ConnectionState.ConnectingGameServer) { return; } print("Trying to connect game server..."); FoolNetwork.ConnectToGameServer(ip, port, authToken); }
private void ExitConfirmedAction(object nextSceneName) { PlayerPrefs.SetString("RememberMe", "false"); FoolNetwork.Disconnect("User log out"); if (OpenSceneAfterExit) { SceneManager.LoadScene((string)nextSceneName); } }
/// <summary> /// MonoBehaviourUpdate passed to FoolNetwork ticks /// </summary> private void Update() { ConnectionState = FoolNetwork.connectionState; FoolNetwork.Update(); }
public void OnClick() { FoolNetwork.JoinRoom(_currentRoom.RoomId); }
private void OnActionConfirmed() { FoolNetwork.LeaveRoom(); SceneManager.LoadScene("Main menu"); }