private void OnGUI() { if (GUI.Button(_shutdownButtonRect, "Shutdown") && BoltNetwork.IsRunning) { BoltNetwork.Shutdown(); } }
void OnGUI() { Rect tex = new Rect(10, 10, 140, 75); Rect area = new Rect(10, 90, Screen.width - 20, Screen.height - 100); GUI.Box(tex, Resources.Load("BoltLogo") as Texture2D); if (BoltNetwork.IsRunning) { tex = new Rect(160, 10, 140, 75); GUILayout.BeginArea(tex); if (GUILayout.Button("Shutdown", GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true))) { BoltNetwork.Shutdown(); } GUILayout.EndArea(); } GUILayout.BeginArea(area); switch (state) { case State.SelectMode: State_SelectMode(); break; case State.SelectMap: State_SelectMap(); break; case State.SelectRoom: State_SelectRoom(); break; case State.StartClient: State_StartClient(); break; case State.StartServer: State_StartServer(); break; } GUILayout.EndArea(); }
public void ShutDownBolt() { if (BoltNetwork.IsRunning) // if there is a boltnetwork instance, shutdown. { BoltNetwork.Shutdown(); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.S)) { BoltNetwork.Shutdown(); } }
void Start() { SettingsPopup.instance.Hide(); GameState.instance.CurrentState = GameState.State.mainMenu; BoltNetwork.Shutdown(); //just in case bolt was running, shut it down }
private void Start() { _config = BoltRuntimeSettings.instance.GetConfigCopy(); if (BoltNetwork.IsRunning) { BoltNetwork.Shutdown(); } }
private void LateUpdate() { if (BoltNetwork.Frame % 60 == 0 && // every 60 frame _hadClients && // someone has connected before BoltNetwork.Clients.Any() == false) // and there is no one now { BoltLog.Error("Shutting down: not clients left"); BoltNetwork.Shutdown(); } }
public override void OnEvent(DisconnectEvent evnt) { //Camera[] cam = FindObjectsOfType<Camera>(); //foreach (var VARIABLE in cam) //{ // BoltNetwork.Destroy(VARIABLE.gameObject); //} BoltNetwork.Shutdown(); SceneManager.LoadScene(0, LoadSceneMode.Single); }
private void HealthCallBack() { localCampfireHealth = state.CampfireHealth; if (localCampfireHealth <= 0) { BoltNetwork.Destroy(gameObject); if (loseTimeLeft < 0) { BoltNetwork.Shutdown(); } } }
private void EstadoConfirmarsalir() { Debug.Log("EstadoConfirmarsalir() no implementado, salimos directamente"); if (BoltNetwork.IsServer) { BoltNetwork.LoadScene("Menu"); } else { SceneManager.LoadScene("Menu"); } if (BoltNetwork.IsConnected) { BoltNetwork.Shutdown(); } }
// aquí ponemos lo que pasa localmente cada vez que se carga una nueva escena public override void SceneLoadLocalDone(string scene) { Debug.Log("Ponemos las conexiones a cero"); numeroConexiones = 0; if (scene == "Juego Libre") { //GameObject.FindGameObjectWithTag("CreaCartas").GetComponent<CreaCartas>().CrearCartas(); } if (scene == "Menu") { //cerramos todas las conexiones posibles al inicio para poder crear nuevas partidas BoltNetwork.Shutdown(); } }
// Update is called once per frame void Update() { m_timeOutCountdown -= Time.deltaTime; int timeOutInt = Mathf.RoundToInt(m_timeOutCountdown); timeOutCountdownDisplay.text = timeOutInt.ToString(); if (!BoltNetwork.IsConnected || BoltMatchmaking.CurrentSession.ConnectionsCurrent != BoltMatchmaking.CurrentSession.ConnectionsMax) { if (m_timeOutCountdown < 0f) { BoltNetwork.Shutdown(); GameState.instance.TransitionToMainMenu(); } } }
public void TransitionToMainMenu() { if (CurrentState == State.mainSettings || CurrentState == State.mainControls || CurrentState == State.playMenu) { MainMenu menu = FindObjectOfType <MainMenu>(); menu.ShowMainMenu(); } else { SceneManager.LoadScene("MainMenu"); if (BoltNetwork.IsRunning) { BoltNetwork.Shutdown(); } } CurrentState = State.mainMenu; }
/* * private void HealthCallBack() * { * player2Health = state.Health2; * * if (player2Health <= 0) * { * BoltNetwork.Destroy(gameObject); * BoltNetwork.Shutdown(); * * } * } */ public void Update() { /* if (Input.GetKeyDown(KeyCode.Space)) * { * state.Health2 -= 1; * } */ if (player2Health <= 0) { SceneManager.LoadScene(2); BoltNetwork.Shutdown(); } if (player2Kill >= 3) { SceneManager.LoadScene(3); BoltNetwork.Shutdown(); } }
public void QuitGame() { BoltNetwork.Shutdown(); SceneManager.LoadSceneAsync("Menu"); }
/// <summary> /// Shutdown this Bolt instance. /// </summary> public static void Shutdown() { BoltNetwork.Shutdown(); }
public override void Shutdown(OperationResultDelegate onComplete) { _operationCallbackShutdown = onComplete; State = NetworkState.ShuttingDown; BoltNetwork.Shutdown(); }
public void ShutDownBolt() { BoltNetwork.Shutdown(); }
public override void OnEvent(LobbyPlayerKick evnt) { BoltNetwork.Shutdown(); }