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- using System;
- using Unity.Multiplayer.Samples.Utilities;
- using UnityEngine;
- using UnityEngine.SceneManagement;
- public class OfflineState : ConnectionState
- {
- public override void Enter()
- {
-
- m_ConnectionManager.NetworkManager.Shutdown();
- }
- public override void Exit()
- {
- }
-
- public override void StartClientIP(string ipaddress, int port)
- {
-
- Debug.Log("OfflineState StartClientIP");
-
-
- m_ConnectionManager.ConnectionMethod.SetIPData(ipaddress, (ushort)port);
-
- m_ConnectionManager.m_ClientReconnecting.Configure();
- m_ConnectionManager.m_ClientConnecting.Configure();
-
- m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientConnecting);
- }
-
- public override void StartHostIP(string ipaddress, int port)
- {
- Debug.Log("OfflineState StartHostIP");
- m_ConnectionManager.ConnectionMethod.SetIPData(ipaddress, (ushort)port);
- m_ConnectionManager.m_StartingHost.Configure();
- m_ConnectionManager.ChangeState(m_ConnectionManager.m_StartingHost);
- }
- }
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