namespace Unity.Multiplayer.Samples.BossRoom { /// /// Connection state corresponding to a client who received a message from the server with a disconnect reason. /// Since our disconnect process runs in multiple steps host side, this state is the first step client side. This /// state simply waits for the actual disconnect, then transitions to the offline state. /// class DisconnectingWithReasonState : ConnectionState { public override void Enter() { } public override void Exit() { } public override void OnClientDisconnect(ulong _) { m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline); } public override void OnUserRequestedShutdown() { m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline); } } }