private void DisconnectIfConnected() { if ((NetworkService != null) && NetworkService.IsConnected) { NetworkService.Disconnect(); } }
private static void CleanPreviousScene() { InitConfigurationActivator.LauncherPassed = false; DisposeUrlLoaders(); if ((NetworkService != null) && NetworkService.IsConnected) { NetworkService.Disconnect(); } DestroyAllGameObjects(); }
public void Quit() { CurrentState = GameState.MainMenu; HideBoard(); OnGameQuitSignal.Dispatch(); if (NetworkService.IsConnected) { NetworkService.Disconnect(); } }
private void Disconnect() { networkService.Disconnect(); WaveServices.SoundPlayer.StopAllSounds(); //We create a new scene of the same class (myscene, playablescene, test, etc.) of the current scene WaveServices.UnregisterService <NetworkService>(); WaveServices.RegisterService(new NetworkService()); Scene newScene = Activator.CreateInstance(this.GetType()) as Scene; ScreenContext screenContext = new ScreenContext(newScene); WaveServices.ScreenContextManager.To(screenContext); }
public bool Disconnect() { //do something, in this case show some text on the dialog gameobject.Disconnect(); return(true); }
private void Application_Exit(object sender, ExitEventArgs e) { NetworkService.Disconnect(); }
/// <summary> /// Intentionally disconnect from one specific peer.<br/> /// If we're a running client, this call is synonymous with calling <see cref="Close"/>. /// </summary> /// <param name="connection">The connection you want to close.</param> /// <returns>False, if the given connection is unknown, e.g. due to not longer being alive (already closed).</returns> public bool Disconnect(ConnectionHandle connection) { return(Net.Disconnect(connection)); }