Пример #1
0
 protected virtual void RaiseOnPlayerDisconnectedFromMatch(MultiplayerAPI.PlayerInformation player)
 {
     if (this.OnPlayerDisconnectedFromMatch != null)
     {
         this.OnPlayerDisconnectedFromMatch(player);
     }
 }
Пример #2
0
    protected virtual void OnPlayerDisconnectedFromMatch(MultiplayerAPI.PlayerInformation player)
    {
        UFE.multiplayerAPI.OnPlayerDisconnectedFromMatch -= this.OnPlayerDisconnectedFromMatch;

        this.GoToConnectionLostScreen();
        if (UFE.config.debugOptions.connectionLog)
        {
            Debug.Log("OnPlayerDisconnectedFromMatch");
        }
    }
Пример #3
0
    protected virtual void OnPlayerConnectedToMatch(MultiplayerAPI.PlayerInformation player)
    {
        UFE.multiplayerAPI.OnPlayerConnectedToMatch      -= this.OnPlayerConnectedToMatch;
        UFE.multiplayerAPI.OnPlayerDisconnectedFromMatch += this.OnPlayerDisconnectedFromMatch;

        if (UFE.config.debugOptions.connectionLog)
        {
            Debug.Log("Match Starting...");
        }
        UFE.StartNetworkGame(0.5f, 1, false);
    }
    // Use this event to deactivate repeat battle or character select buttons if the other player disconnects
    public void OnPlayerDisconnectedFromMatch(MultiplayerAPI.PlayerInformation player = null)
    {
        UFE.multiplayerAPI.OnPlayerDisconnectedFromMatch -= this.OnPlayerDisconnectedFromMatch;

        GameObject repeatBattleBtn     = GameObject.Find("Button_Repeat_Battle");
        GameObject charSelectionScreen = GameObject.Find("Button_Character_Selection_Screen");

        if (repeatBattleBtn != null)
        {
            repeatBattleBtn.GetComponent <Button>().interactable = false;
        }
        if (charSelectionScreen != null)
        {
            charSelectionScreen.GetComponent <Button>().interactable = false;
        }
    }