public void GameEnd() { // end game time // disconnect clients here foreach (var conn in BoltNetwork.connections) { // create EndGameToken EndGameToken endGametoken = new EndGameToken(); // give it reason: game end endGametoken.EndGameReason = "Dis game done, son"; // figure out who won the game, send that result in a parseable format endGametoken.Won = true; //conn.DisconnectToken = endGametoken; conn.Disconnect(endGametoken); } // set core gui manager end game state; also, did the server player win the game? CoreGUIManager.Instance.SetEndGame(true); GameGUIManager.Instance.BoltUnloadGameScene(); BoltLauncher.Shutdown(); BoltNetwork.LoadScene(GameManager.Instance.MenuSceneName); }
/// <summary> /// called when this client disconnects from server /// </summary> /// <param name="connection"></param> public override void Disconnected(BoltConnection connection) { Debug.Log("disconnected!"); Debug.Log("its endgame time!"); EndGameToken token = (EndGameToken)connection.DisconnectToken; // notify the start gui to transition to start_menu // set core gui manager end game state; also, did this client win the game? CoreGUIManager.Instance.SetEndGame(true); // load menu scene //BoltLauncher.Shutdown(); GameGUIManager.Instance.BoltUnloadGameScene(); Application.LoadLevel(GameManager.Instance.MenuSceneName); //BoltNetwork.LoadScene("menu"); }