protected override void Handle(SpeedPauseRequestCommand command) { // If we are not yet connected don't answer as we're not counted towards // the "number of required consenting clients" until we are done with loading if (!MultiplayerManager.Instance.IsConnected()) { return; } SpeedPauseHelper.PlayPauseRequest(command.SimulationPaused, command.SelectedSimulationSpeed, command.RequestId); }
protected override void Handle(SpeedPauseRequestCommand command) { // If we are a client but not yet connected, don't answer as we're not counted towards // the "number of required consenting clients" until we are done with loading if (MultiplayerManager.Instance.CurrentRole == MultiplayerRole.Client && MultiplayerManager.Instance.CurrentClient.Status != ClientStatus.Connected) { return; } SpeedPauseHelper.PlayPauseRequest(command.SimulationPaused, command.SelectedSimulationSpeed, command.RequestId); }
protected override void Handle(SpeedPauseRequestCommand command) { SpeedPauseHelper.PlayPauseRequest(command.SimulationPaused, command.SelectedSimulationSpeed, command.RequestId); }