/// <summary> /// 创建网络连接关闭事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的网络连接关闭事件。</returns> public static NetworkClosedEventArgs Create(GameFramework.Network.NetworkClosedEventArgs e) { NetworkClosedEventArgs networkClosedEventArgs = ReferencePool.Acquire <NetworkClosedEventArgs>(); networkClosedEventArgs.NetworkChannel = e.NetworkChannel; return(networkClosedEventArgs); }
private void OnNetworkClosed(object sender, GameFramework.Event.GameEventArgs e) { UnityGameFramework.Runtime.NetworkClosedEventArgs ne = (UnityGameFramework.Runtime.NetworkClosedEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } Log.Error("NetworkChannel {0} is closed.", ne.NetworkChannel.Name); }
private void OnNetworkClosed(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkClosedEventArgs ne = (UnityGameFramework.Runtime.NetworkClosedEventArgs)e; if (ne.NetworkChannel != _networkChannel) { return; } Log.Info("Network channel '{0}' closed.", ne.NetworkChannel.Name); }
private void OnNetworkClosed(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkClosedEventArgs ne = (UnityGameFramework.Runtime.NetworkClosedEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } IsConnectedToServer = false; //procedureOwner.SetData<VarInt>(Constant.ProcedureData.NextSceneId, (int)SceneId.Login); //ChangeState<ProcedureChangeScene>(procedureOwner); GameFramework.Procedure.ProcedureBase currentProcedure = GameEntry.Procedure.CurrentProcedure; }
private void OnNetworkClosed(object sender, GameFramework.Network.NetworkClosedEventArgs e) { m_EventComponent.Fire(this, NetworkClosedEventArgs.Create(e)); }