Stops the server that the manager is using.
void Update() { if (!showGUI) { return; } if (!manager.IsClientConnected() && !NetworkServer.active && manager.matchMaker == null) { if (UnityEngine.Application.platform != RuntimePlatform.WebGLPlayer) { if (Input.GetKeyDown(KeyCode.S)) { destroyStuff(); manager.StartServer(); } if (Input.GetKeyDown(KeyCode.H)) { destroyStuff(); manager.StartHost(); } } if (Input.GetKeyDown(KeyCode.C)) { destroyStuff(); manager.StartClient(); } } if (NetworkServer.active) { if (manager.IsClientConnected()) { if (Input.GetKeyDown(KeyCode.X)) { manager.StopHost(); } } else { if (Input.GetKeyDown(KeyCode.X)) { manager.StopServer(); } } } }
// Update is called once per frame void Update() { if (UnityEngine.Networking.NetworkServer.active) { if (leaveMatch()) { if (manager.IsClientConnected()) { manager.StopHost(); } else { manager.StopServer(); } ShowMenu(activeGroup); } } }