void OnNetworkStatusChange(InternetReachabilityVerifier.Status netStatus) { OnNetworkChange.SafeInvoke(netStatus); switch (netStatus) { case InternetReachabilityVerifier.Status.NetVerified: { IsConnectedToInternet = true; } break; case InternetReachabilityVerifier.Status.PendingVerification: case InternetReachabilityVerifier.Status.Mismatch: case InternetReachabilityVerifier.Status.Error: case InternetReachabilityVerifier.Status.Offline: { //offline IsConnectedToInternet = false; } break; } Debug.Log("Network status: " + netStatus); }
private void UpdateNetworkStatusBox(InternetReachabilityVerifier.Status status) { Debug.Log("Network status box changed: " + status); _networkStatus.ChangeState(status == InternetReachabilityVerifier.Status.NetVerified ? StatusBoxState.Active : StatusBoxState.Disabled); }
void netStatusChanged(InternetReachabilityVerifier.Status newStatus) { appendLog("Net status changed: " + newStatus); if (newStatus == InternetReachabilityVerifier.Status.Error) { string error = internetReachabilityVerifier.lastError; appendLog("Error: " + error); if (error.Contains("no crossdomain.xml")) { appendLog("See http://docs.unity3d.com/462/Documentation/Manual/SecuritySandbox.html - You should also check WWW Security Emulation Host URL of Unity Editor in Edit->Project Settings->Editor"); } } }
// Example of how to listen for all network status changes. (recommended way) // Note: this delegate is set up in Start() below. void netStatusChanged(InternetReachabilityVerifier.Status newStatus) { Debug.Log("netStatusChanged: new InternetReachabilityVerifier.Status = " + newStatus); }
public void Stop() { base.StopAllCoroutines(); this._status = InternetReachabilityVerifier.Status.Offline; }