void uLink_OnDisconnectedFromServer(uLink.NetworkDisconnection mode) { MessageBox_N.CancelMask(MsgInfoType.ServerLoginMask); if (mode == uLink.NetworkDisconnection.LostConnection) { if (LogFilter.logDebug) { Debug.Log("Lost connection"); } else if (LogFilter.logDebug) { Debug.Log("Disconnected. Mode:" + mode); } } RolesInGame.Clear(); if (null != OnDisconnectEvent) { OnDisconnectEvent(); } Cursor.lockState = Screen.fullScreen? CursorLockMode.Confined: CursorLockMode.None; Cursor.visible = true; PeCamera.SetVar("ForceShowCursor", true); }
public void uLink_OnServerUninitialized(uLink.NetworkDisconnection error) { MessageLog.AddMessage("Disconnected from server: " + error); if (CurrentServer != null) { Destroy(CurrentServer.gameObject); } TryingToConnect = false; }
// Disconnected from server void uLink_OnDisconnectedFromServer(uLink.NetworkDisconnection mode) { if (mode == uLink.NetworkDisconnection.LostConnection) { LogManager.General.Log("Lost connection to the server after timeout"); } else { LogManager.General.Log("Lost connection to the server"); } LogManager.General.Log("Time scale: 0%"); //Time.timeScale = 0f; disconnected = true; }
private void uLink_OnDisconnectedFromServer(uLink.NetworkDisconnection mode) { Debug.Log("uLink_OnDisconnectedFromServer " + gameObject.name); }
// Disconnected from server void uLink_OnDisconnectedFromServer(uLink.NetworkDisconnection mode) { this.enabled = false; }
//FIX ME void uLink_OnDisconnectedFromServer(uLink.NetworkDisconnection mode) { // remove all ppis, except local player !!!! PPIs.RemoveAll(ps => ps.Player != uLink.Network.player); }