protected override void EndGameplay(int userId) { RemoveUser(userId); var instance = instances.Single(i => i.UserId == userId); instance.FadeColour(colours.Gray4, 400, Easing.OutQuint); syncManager.RemovePlayerClock(instance.GameplayClock); leaderboard.RemoveClock(userId); }
protected override void EndGameplay(int userId, SpectatorState state) { // Allowed passed/failed users to complete their remaining replay frames. // The failed state isn't really possible in multiplayer (yet?) but is added here just for safety in case it starts being used. if (state.State == SpectatedUserState.Passed || state.State == SpectatedUserState.Failed) { return; } RemoveUser(userId); var instance = instances.Single(i => i.UserId == userId); instance.FadeColour(colours.Gray4, 400, Easing.OutQuint); syncManager.RemovePlayerClock(instance.GameplayClock); leaderboard.RemoveClock(userId); }
protected override void EndGameplay(int userId) { RemoveUser(userId); leaderboard.RemoveClock(userId); }