public static void ShutdownAll() { singleton?.Shutdown(); singleton = null; active = false; ClientScene.Shutdown(); }
public static void Shutdown() { if (LogFilter.Debug) { Debug.Log("Shutting down client."); } ClientScene.Shutdown(); connectState = ConnectState.None; }
public static void ShutdownAll() { while (s_Clients.Count != 0) { s_Clients[0].Shutdown(); } s_Clients = new List <NetworkClient>(); s_IsActive = false; ClientScene.Shutdown(); }
public static void ShutdownAll() { while (allClients.Count != 0) { allClients[0].Shutdown(); } allClients = new List <NetworkClient>(); active = false; ClientScene.Shutdown(); }
public static void Shutdown() { if (LogFilter.Debug) { Debug.Log("Shutting down client."); } singleton = null; active = false; ClientScene.Shutdown(); }
/// <summary> /// Shut down a client. /// <para>This should be done when a client is no longer going to be used.</para> /// </summary> public static void Shutdown() { logger.Log("Shutting down client."); ClientScene.Shutdown(); connectState = ConnectState.None; handlers.Clear(); // disconnect the client connection. // we do NOT call Transport.Shutdown, because someone only called // NetworkClient.Shutdown. we can't assume that the server is // supposed to be shut down too! Transport.activeTransport.ClientDisconnect(); }