protected virtual void RaiseOnPlayerDisconnectedFromMatch(MultiplayerAPI.PlayerInformation player) { if (this.OnPlayerDisconnectedFromMatch != null) { this.OnPlayerDisconnectedFromMatch(player); } }
protected virtual void OnPlayerDisconnectedFromMatch(MultiplayerAPI.PlayerInformation player) { UFE.multiplayerAPI.OnPlayerDisconnectedFromMatch -= this.OnPlayerDisconnectedFromMatch; this.GoToConnectionLostScreen(); if (UFE.config.debugOptions.connectionLog) { Debug.Log("OnPlayerDisconnectedFromMatch"); } }
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; } }