// При отключении от сервера void OnDisconnectedFromServer(NetworkDisconnection info) { connected = false; this.enabled = true; this.gameObject.GetComponent<AudioListener>().enabled = true; Application.LoadLevel(Application.loadedLevel); }
void OnDisconnectedFromServer(NetworkDisconnection info) { GameObject[] gos = GameObject.FindGameObjectsWithTag("Player"); foreach(GameObject go in gos) { Destroy(go); } }
void OnDisconnectedFromServer( NetworkDisconnection error) { curStatus = "Lost connection: "+ error; camera.enabled = true; gameObject.GetComponent<AudioListener>().enabled = true; CleanUp(); }
void OnDisconnectedFromServer(NetworkDisconnection info) { if (info == NetworkDisconnection.Disconnected) { connected = false; } }
public void OnDisconnectedFromServer(NetworkDisconnection info) { ConnectToServer.disconnection = info; Debug.Log("Disconnected from server: " + info); ConnectToServer.states.Push(ConnectToServer.MenuState.Disconnection); Application.LoadLevel(0); }
void OnDisconnectedFromServer( NetworkDisconnection info ) { if ( Network.isClient ) { Debug.Log( "Disconnected from server: " + info.ToString() ); // при успешном либо не успешном отключении выводим результат } else { Debug.Log( "Connections closed" ); // выводим при выключении сервера Network.Disconnect } }
public void OnDisconnectedFromServer(NetworkDisconnection info) { if(Network.isServer) foreach (var player in Network.connections) { Network.DestroyPlayerObjects(player); Network.RemoveRPCs(player); } }
public void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log("Disconnected "+name); _LoaderGui.enabled = true; _LoaderGui.Print("Server closed connection"); Application.LoadLevel(0); }
void OnDisconnectedFromServer(NetworkDisconnection info) { MasterServer.UnregisterHost (); //Go back to main menu string nameOfLevel = "main"; Application.LoadLevel( nameOfLevel ); }
public void OnDisconnectedFromServer(NetworkDisconnection info) { conneted = true; if(Preloading) Preloading.SetActive(false); if (TextInfo) TextInfo.text = "Disconnected!"; }
void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log("This SERVER OR CLIENT has disconnected from a server"); if(Application.loadedLevelName == "NetworkPrototype") { Application.LoadLevel("Menu"); MainMenuGUI.network = false; } }
void OnDisconnectedFromServer(NetworkDisconnection info) { if(MultiPlayer.state != GameState.EndGame) { Debug.Log("Server Disconnected."); Application.LoadLevel("Menu"); MultiPlayer.state = GameState.Error; MultiPlayer.errorLog = info.ToString(); MultiPlayer.playerList.Clear(); } }
void OnDisconnectedFromServer(NetworkDisconnection info) { if (Network.isServer) SystemMessage("Server connection lost!", Network.player); else if (info == NetworkDisconnection.LostConnection) SystemMessage("Lost connection to server!", Network.player); else SystemMessage("Successfully diconnected from server.", Network.player); }
void OnDisconnectedFromServer(NetworkDisconnection info) { if (Network.isServer) log.Debug("Local server connection disconnected"); else if (info == NetworkDisconnection.LostConnection) log.Debug("Lost connection to the server"); else log.Debug("Successfully diconnected from the server"); }
void OnDisconnectedFromServer(NetworkDisconnection info) { playerCount--; if (Network.isServer) GUI.Label(new Rect(10,Screen.height - 50,500,30),"Local server connection disconnected"); else if (info == NetworkDisconnection.LostConnection) GUI.Label(new Rect(10,Screen.height - 50,500,30),"Lost connection to the server"); else GUI.Label(new Rect(10,Screen.height - 50,500,30),"Successfully diconnected from the server"); }
//-------------------------------Client events------------------------------ //Called on client on player's disconnection void OnDisconnectedFromServer(NetworkDisconnection info) { if (Network.isServer) { GameObject.Destroy(playerSettings.gameObject); Application.LoadLevel("StartMenu"); } else { GameObject.Destroy(playerSettings.gameObject); Application.LoadLevel("StartMenu"); } }
void OnDisconnectedFromServer(NetworkDisconnection info) { // Disconnected from server // Pause game and resume cursor if (GameObject.FindObjectOfType<LockCursor>()) { GameObject.FindObjectOfType<LockCursor>().enabled = false; } Time.timeScale = 0; Screen.showCursor = true; Screen.lockCursor = false; }
void OnDisconnectedFromServer(NetworkDisconnection info) { //Disconnected from the server for some reason if (info == NetworkDisconnection.LostConnection) { Debug.Log ("Lost connection to the server"); } else { Debug.Log ("successfully disconnected from the server"); } //Go back to main menu string nextLevel = "main"; Application.LoadLevel( nextLevel ); }
public void OnDisconnectedFromServer(NetworkDisconnection reason) { print("Disconnected: " + reason); ErrorPopup.Error("Disconnected from server: " + reason); var game = GamePersistence.LoadGame("kestrel", HighLogic.SaveFolder, false, false); if (game == null) print("ERROR: Kestrel.sfs persistence file not found! Not reverting to original state!"); else { HighLogic.CurrentGame = game; HighLogic.CurrentGame.flightState.Load(); } _updateGui = true; }
public NetworkClientConnectionEventArgs(NetworkDisconnection disconnection) { if ( disconnection == NetworkDisconnection.Disconnected ) { m_Failure = "Disconnected"; } else if ( disconnection == NetworkDisconnection.LostConnection ) { m_Failure = "Lost Connection"; } else { m_Failure = "Unknown"; } }
//サーバーから切断したとき、クライアント側で呼び出されます。 void OnDisconnectedFromServer(NetworkDisconnection info) { connected = false; if (Network.isServer) { Debug.Log("Local server connection disconnected"); } else if (info == NetworkDisconnection.LostConnection) { Debug.Log("Lost connection to the server"); } else { Debug.Log("Successfully diconnected from the server"); } }
void OnDisconnectedFromServer(NetworkDisconnection info) { if (Network.isServer) { //Debug.Log("Local server connection disconnected"); transform.parent = null; Network.Destroy(GameObject.FindGameObjectWithTag("Player")); Destroy(C_Mount.transform.parent.gameObject); } else if (info == NetworkDisconnection.LostConnection){ //Debug.Log("Lost connection to the server"); transform.parent = null; Network.Destroy(C_Mount.transform.parent.gameObject); } else { //Debug.Log("Successfully diconnected from the server"); transform.parent = null; Network.Destroy(C_Mount.transform.parent.gameObject); } }
void OnDisconnectedFromServer(NetworkDisconnection info) { //foreach (var obj in viewIDs) { // Network.Destroy(obj); //} // уничтожаем клиентский объект Destroy(GameObject.Find("Player(Clone)")); foreach (var item in GameObject.FindGameObjectsWithTag("ServerObject")) { Destroy(item); } // уничтожаем себя, но после первого вызова мы не сможем себя создавать // Network.Instantiate на клиенте перестанет работать //Destroy(gameObject); //} }
public void OnDisconnectedFromServer(NetworkDisconnection info) { if (UnitZ.chatLog != null) UnitZ.chatLog.Clear (); UnitZ.gameManager.ClearNetworkGameObject (); UnitZ.gameManager.IsPlaying = false; if (Application.loadedLevelName != PlayerPrefs.GetString ("landingpage")) { Application.LoadLevel (PlayerPrefs.GetString ("landingpage")); GameObject.Destroy (this.gameObject); } ServerSelected = null; isConnecting = false; Debug.Log ("Disconnected from server!"); }
void OnDisconnectedFromServer(NetworkDisconnection info) { foreach (NetworkView networkView in FindObjectsOfType<NetworkView>()) { if (networkView.stateSynchronization != NetworkStateSynchronization.Off) Destroy(networkView.gameObject); } if (Network.isClient) { if (info == NetworkDisconnection.Disconnected) { MainMenuHandler.DisableAllCanvases(); string title = "SERVER CLOSED"; string message = "The host left the game."; UnityAction okAction = () => { Destroy(mainMenuHandler.dialogInstance); MainMenuHandler.EnableInputReceive(); mainMenuHandler.GoToMainMenu(); }; mainMenuHandler.ShowErrorDialog(title, message, okAction); } } }
void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log("Disconnected from server: " + info); }
void OnDisconnectedFromServer(NetworkDisconnection info) { if (Network.isServer) UnregisterHost(); }
// Called on the client when the connection was lost or you disconnected from the server public void OnDisconnectedFromServer(NetworkDisconnection info) { GetComponent <Canvas>().enabled = true; }
void OnDisconnectedFromMasterServer(NetworkDisconnection info) { Btn_Multiplayer.interactable = false; Input_Pseudo.interactable = false; }
void OnDisconnectedFromServer(NetworkDisconnection info) { callIfExist(idOnDisconnectedFromServer, info); }
public void OnDisconnectedFromServer(NetworkDisconnection info) { log("Disconnected from server. Reason: " + info); players.RemoveAllPlayers(); }
private void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log("Dis from photon services"); }
void OnDisconnectedFromServer(NetworkDisconnection info) { NavigateTo("Main"); }
void OnDisconnectedFromServer(NetworkDisconnection info) { PeerType = NetworkPeerType.Disconnected; errorMessage = "Disconnected from server (reason : " + info + ")"; // TODO : prompt for reconnection? }
[UsedImplicitly] void OnDisconnectedFromServer(NetworkDisconnection info) { DestroyNetworkObjects(); }
void OnDisconnectedFromServer(NetworkDisconnection info) { Destroy(GameObject.Find("Multiplayer Manager")); Application.LoadLevel("Lobby"); }
public void OnDisconnectedFromServer(NetworkDisconnection info) { Client.OnDisconnectedFromServer(info); }
void OnDisconnectedFromServer(NetworkDisconnection info) { Application.LoadLevel("start"); }
void OnDisconnectedFromMasterServer(NetworkDisconnection info) { }
void OnDisconnectedFromServer(NetworkDisconnection info) { network.OnDisconnectedFromServer(info); }
void OnDisconnectedFromServer(NetworkDisconnection mode) { TurnOffServer(); StrifeMasterServer.DeregisterWithMasterServer(this.port); }
void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log("Resetting the scene the easy way."); Application.LoadLevel(Application.loadedLevel); }
// 시스템 : Net Disconnect void OnDisconnectedFromServer(NetworkDisconnection pInfo) { }
protected virtual void OnDisconnectedFromServer(NetworkDisconnection info) { this.RaiseOnDisconnection(info); }
public virtual void OnDisconnectedFromServer(NetworkDisconnection info) { }
private IEnumerator uLink_OnDisconnectedFromServer(NetworkDisconnection netDisconnect) { return(new < uLink_OnDisconnectedFromServer > c__Iterator42()); }
void OnDisconnectedFromServer(NetworkDisconnection dc) { Application.LoadLevel(0); }
void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log("This SERVER OR CLIENT has disconnected from a server"); }
//aparece no cliente se desconectado do servidor void OnDisconnectedFromServer(NetworkDisconnection cause) { //voltar ao menu da aplicacao Application.LoadLevel("Menu"); }
void OnDisconnectedFromServer(NetworkDisconnection info) { Network.RemoveRPCs(Network.player); Network.DestroyPlayerObjects(Network.player); Application.LoadLevel(Application.loadedLevel); }
/// <summary>Called on the client when the connection was lost or you disconnected from the server.</summary> public override void OnDisconnectedFromServer(NetworkDisconnection info) { if (onDisconnectedFromServer != null) onDisconnectedFromServer.OnNext(info); }
public void OnDisconnectedFromServer(NetworkDisconnection info) { OnDisconnectedFromServerEvent(info); }
void OnDisconnectedFromServer(NetworkDisconnection info) { PlayersList.Clear(); //TODO: in case of network connection, stop game with win result to the player left in room }
void OnDisconnectedFromServer(NetworkDisconnection info) { RestartToSplash(); }
void OnDisconnectedFromServer (NetworkDisconnection info) { Debug.Log ("Resetting the scene the easy way."); Application.LoadLevel (Application.loadedLevel); }
void OnDisconnectedFromServer(NetworkDisconnection info) { Debug.Log("Disconnected from server: " + info); // TODO: Host migration? }
//Called on client on player's disconnection void OnDisconnectedFromServer(NetworkDisconnection info) { if (Network.isServer) { hostMenu.SetActive(true); this.gameObject.SetActive(false); } else { joinMenu.GetComponent<sJoinMenu>().sConnectionErrorMessage = "Disconnected from server: " + info.ToString(); joinMenu.SetActive(true); this.gameObject.SetActive(false); } }
void OnDisconnectedFromServer(NetworkDisconnection info) { //Network.Disconnect (); Application.LoadLevel(0); }
public void OnDisconnectedFromServer(NetworkDisconnection info) { MenuManager.DisplayDialogBox("Lost connection to server!", "MainMenu"); }