示例#1
0
 /// <summary>
 /// If application was closed we are sending to server signal that we have disconnected.
 /// </summary>
 private void OnApplicationQuit()
 {
     print("Quitting application. Disconneting from server.");
     if (FoolNetwork.LocalPlayer.IsInRoom)
     {
         FoolNetwork.LeaveRoom();
     }
     FoolNetwork.Disconnect("On Application Quit");
 }
示例#2
0
 /// <summary>
 /// Connects to server. Called in scene 'Connecting to server.scene'
 /// </summary>
 public void ConnectToGameServer(string ip, int port, string authToken)
 {
     ConnectionState = FoolNetwork.connectionState;
     if (ConnectionState == FoolNetwork.ConnectionState.ConnectingGameServer)
     {
         return;
     }
     print("Trying to connect game server...");
     FoolNetwork.ConnectToGameServer(ip, port, authToken);
 }
示例#3
0
    private void ExitConfirmedAction(object nextSceneName)
    {
        PlayerPrefs.SetString("RememberMe", "false");

        FoolNetwork.Disconnect("User log out");

        if (OpenSceneAfterExit)
        {
            SceneManager.LoadScene((string)nextSceneName);
        }
    }
示例#4
0
 /// <summary>
 /// MonoBehaviourUpdate passed to FoolNetwork ticks
 /// </summary>
 private void Update()
 {
     ConnectionState = FoolNetwork.connectionState;
     FoolNetwork.Update();
 }
示例#5
0
 public void OnClick()
 {
     FoolNetwork.JoinRoom(_currentRoom.RoomId);
 }
示例#6
0
 private void OnActionConfirmed()
 {
     FoolNetwork.LeaveRoom();
     SceneManager.LoadScene("Main menu");
 }