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namespace Unity.Multiplayer.Samples.BossRoom
{
/// <summary>
/// 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.
/// </summary>
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);
}
}
}