コード例 #1
0
ファイル: Server.cs プロジェクト: terdened/Tanks
 // При отключении от сервера
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     connected = false;
     this.enabled = true;
     this.gameObject.GetComponent<AudioListener>().enabled = true;
     Application.LoadLevel(Application.loadedLevel);
 }
コード例 #2
0
ファイル: ClientMain.cs プロジェクト: Gerb11/Unity
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     GameObject[] gos = GameObject.FindGameObjectsWithTag("Player");
     foreach(GameObject go in gos) {
         Destroy(go);
     }
 }
コード例 #3
0
 void OnDisconnectedFromServer( NetworkDisconnection error)
 {
     curStatus = "Lost connection: "+ error;
     camera.enabled = true;
     gameObject.GetComponent<AudioListener>().enabled = true;
     CleanUp();
 }
コード例 #4
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     if (info == NetworkDisconnection.Disconnected)
     {
         
         connected = false;
     }
 }
コード例 #5
0
ファイル: MatchManagement.cs プロジェクト: rameshvarun/FTMoba
    public void OnDisconnectedFromServer(NetworkDisconnection info)
    {
        ConnectToServer.disconnection = info;

        Debug.Log("Disconnected from server: " + info);
        ConnectToServer.states.Push(ConnectToServer.MenuState.Disconnection);
        Application.LoadLevel(0);
    }
コード例 #6
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
     }
 }
コード例 #7
0
 public void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     if(Network.isServer)
     foreach (var player in Network.connections) {
         Network.DestroyPlayerObjects(player);
         Network.RemoveRPCs(player);
     }
 }
コード例 #8
0
ファイル: Loader.cs プロジェクト: ConnectDeveloper01/dorumon
 public void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     Debug.Log("Disconnected "+name);
     _LoaderGui.enabled = true;
     _LoaderGui.Print("Server closed connection");
     Application.LoadLevel(0);
     
 }
コード例 #9
0
    void OnDisconnectedFromServer(NetworkDisconnection info)
    {
        MasterServer.UnregisterHost ();

        //Go back to main menu
        string nameOfLevel = "main";
        Application.LoadLevel( nameOfLevel );
    }
コード例 #10
0
    public void OnDisconnectedFromServer(NetworkDisconnection info)
    {
        conneted = true;
        if(Preloading)
            Preloading.SetActive(false);

        if (TextInfo)
            TextInfo.text = "Disconnected!";
    }
コード例 #11
0
ファイル: Connect.cs プロジェクト: noahdayan/Space-Dinosaurs
 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;
     }
 }
コード例 #12
0
ファイル: NetworkControl.cs プロジェクト: MizzKii/WarB
	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();
		}
	}
コード例 #13
0
ファイル: Chatter.cs プロジェクト: niguerrac/UnityUI
 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);
 }
コード例 #14
0
ファイル: NetworkManager.cs プロジェクト: hansmei/Iluminati
 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");
 }
コード例 #15
0
 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");
 }
コード例 #16
0
ファイル: sGameInfo.cs プロジェクト: Bruthur/TDProject
 //-------------------------------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");
     }
 }
コード例 #17
0
 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;
 }
コード例 #18
0
    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 );
    }
コード例 #19
0
ファイル: Kestrel.cs プロジェクト: Arduinology/Khylib
 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;
 }
コード例 #20
0
 public NetworkClientConnectionEventArgs(NetworkDisconnection disconnection)
 {
     if ( disconnection == NetworkDisconnection.Disconnected )
      {
     m_Failure = "Disconnected";
      }
      else if ( disconnection == NetworkDisconnection.LostConnection )
      {
     m_Failure = "Lost Connection";
      }
      else
      {
     m_Failure = "Unknown";
      }
 }
コード例 #21
0
 //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");
     }
 }
コード例 #22
0
 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);
         }
 }
コード例 #23
0
    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);
        //}
    }
コード例 #24
0
ファイル: GameClient.cs プロジェクト: sparxcrossroads/UnitZ
    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!");
    }
コード例 #25
0
ファイル: LobbyManager.cs プロジェクト: datnewb/Kartus
 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);
         }
     }
 }
コード例 #26
0
ファイル: Game.cs プロジェクト: TELEPAT0/UnityNetworkExample
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     Debug.Log("Disconnected from server: " + info);
 }
コード例 #27
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     if (Network.isServer)
         UnregisterHost();
 }
コード例 #28
0
ファイル: MainMenu.cs プロジェクト: dqchess/Phantasm
 // Called on the client when the connection was lost or you disconnected from the server
 public void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     GetComponent <Canvas>().enabled = true;
 }
コード例 #29
0
ファイル: MNG_Multiplayer.cs プロジェクト: seazth/overlaw
 void OnDisconnectedFromMasterServer(NetworkDisconnection info)
 {
     Btn_Multiplayer.interactable = false;
     Input_Pseudo.interactable    = false;
 }
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     callIfExist(idOnDisconnectedFromServer, info);
 }
コード例 #31
0
 public void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     log("Disconnected from server. Reason: " + info);
     players.RemoveAllPlayers();
 }
コード例 #32
0
 private void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     Debug.Log("Dis from photon services");
 }
コード例 #33
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     NavigateTo("Main");
 }
コード例 #34
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     PeerType     = NetworkPeerType.Disconnected;
     errorMessage = "Disconnected from server (reason : " + info + ")";
     // TODO : prompt for reconnection?
 }
コード例 #35
0
 [UsedImplicitly] void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     DestroyNetworkObjects();
 }
コード例 #36
0
ファイル: Referee.cs プロジェクト: JasonTheCPE/GameOfGrapples
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     Destroy(GameObject.Find("Multiplayer Manager"));
     Application.LoadLevel("Lobby");
 }
コード例 #37
0
ファイル: ClientLoader.cs プロジェクト: MaartenvE/game1
 public void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     Client.OnDisconnectedFromServer(info);
 }
コード例 #38
0
ファイル: InGameComputer.cs プロジェクト: XiaoII/Console-2EB
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     Application.LoadLevel("start");
 }
コード例 #39
0
 void OnDisconnectedFromMasterServer(NetworkDisconnection info)
 {
 }
コード例 #40
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     network.OnDisconnectedFromServer(info);
 }
コード例 #41
0
 void OnDisconnectedFromServer(NetworkDisconnection mode)
 {
     TurnOffServer();
     StrifeMasterServer.DeregisterWithMasterServer(this.port);
 }
コード例 #42
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     Debug.Log("Resetting the scene the easy way.");
     Application.LoadLevel(Application.loadedLevel);
 }
コード例 #43
0
 // 시스템 : Net Disconnect
 void OnDisconnectedFromServer(NetworkDisconnection pInfo)
 {
 }
コード例 #44
0
 protected virtual void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     this.RaiseOnDisconnection(info);
 }
コード例 #45
0
 public virtual void OnDisconnectedFromServer(NetworkDisconnection info)
 {
 }
コード例 #46
0
 private IEnumerator uLink_OnDisconnectedFromServer(NetworkDisconnection netDisconnect)
 {
     return(new < uLink_OnDisconnectedFromServer > c__Iterator42());
 }
コード例 #47
0
 void OnDisconnectedFromServer(NetworkDisconnection dc)
 {
     Application.LoadLevel(0);
 }
コード例 #48
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     Debug.Log("This SERVER OR CLIENT has disconnected from a server");
 }
コード例 #49
0
 //aparece no cliente se desconectado do servidor
 void OnDisconnectedFromServer(NetworkDisconnection cause)
 {
     //voltar ao menu da aplicacao
     Application.LoadLevel("Menu");
 }
コード例 #50
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     Network.RemoveRPCs(Network.player);
     Network.DestroyPlayerObjects(Network.player);
     Application.LoadLevel(Application.loadedLevel);
 }
コード例 #51
0
 /// <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);
 }
コード例 #52
0
 public void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     OnDisconnectedFromServerEvent(info);
 }
コード例 #53
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     PlayersList.Clear();
     //TODO: in case of network connection, stop game with win result to the player left in room
 }
コード例 #54
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     RestartToSplash();
 }
コード例 #55
0
	void OnDisconnectedFromServer (NetworkDisconnection info)
	{
		Debug.Log ("Resetting the scene the easy way.");
		Application.LoadLevel (Application.loadedLevel);
	}
コード例 #56
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     Debug.Log("Disconnected from server: " + info);
     // TODO: Host migration?
 }
コード例 #57
0
ファイル: sGameLobbyMenu.cs プロジェクト: Bruthur/TDProject
 //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);
     }
 }
コード例 #58
0
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     //Network.Disconnect ();
     Application.LoadLevel(0);
 }
 void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     callIfExist(idOnDisconnectedFromServer, info);
 }
コード例 #60
0
 public void OnDisconnectedFromServer(NetworkDisconnection info)
 {
     MenuManager.DisplayDialogBox("Lost connection to server!", "MainMenu");
 }