public override void OnLeave(ILeaveGameCallInfo info) { if (PlayerManager.Players.Count == 0) { Shutdown(true); } else { _simulationLifecycleManager.ECSRoot.ECS.PlayerDisconnected(info.ActorNr - 1); if (!InitializingPlayerCheck()) { PlayersInitialized?.Invoke(PlayerManager.Players); } } base.OnLeave(info); }
protected virtual void OnPlayerInitialized(List <ITAlertPlayer> players) { PlayersInitialized?.Invoke(players); }