本文整理汇总了C#中UnityEngine.Networking.NetworkConnection.RemoveObservers方法的典型用法代码示例。如果您正苦于以下问题:C# NetworkConnection.RemoveObservers方法的具体用法?C# NetworkConnection.RemoveObservers怎么用?C# NetworkConnection.RemoveObservers使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEngine.Networking.NetworkConnection
的用法示例。
在下文中一共展示了NetworkConnection.RemoveObservers方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnDisconnected
private void OnDisconnected(NetworkConnection conn)
{
conn.InvokeHandlerNoData(0x21);
for (int i = 0; i < conn.playerControllers.Count; i++)
{
if ((conn.playerControllers[i].gameObject != null) && LogFilter.logWarn)
{
Debug.LogWarning("Player not destroyed when connection disconnected.");
}
}
if (LogFilter.logDebug)
{
Debug.Log("Server lost client:" + conn.connectionId);
}
conn.RemoveObservers();
conn.Dispose();
}
示例2: InternalSetClientNotReady
internal void InternalSetClientNotReady(NetworkConnection conn)
{
if (!conn.isReady)
return;
if (LogFilter.logDebug)
Debug.Log((object) ("PlayerNotReady " + (object) conn));
conn.isReady = false;
conn.RemoveObservers();
NotReadyMessage notReadyMessage = new NotReadyMessage();
conn.Send((short) 36, (MessageBase) notReadyMessage);
}
示例3: InternalSetClientNotReady
internal void InternalSetClientNotReady(NetworkConnection conn)
{
if (conn.isReady)
{
if (LogFilter.logDebug)
{
Debug.Log("PlayerNotReady " + conn);
}
conn.isReady = false;
conn.RemoveObservers();
NotReadyMessage msg = new NotReadyMessage();
conn.Send(0x24, msg);
}
}