using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using vnxbqy.UI;
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public class DisconnectState : NetState
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{
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public override void OnEnter()
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{
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base.OnEnter();
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NetLinkWin.Hide();
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}
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protected override void Update()
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{
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if (GameNetSystem.Instance.netState != GameNetSystem.NetState.DisConnected)
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{
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return;
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}
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// switch (Application.internetReachability)
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// {
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// case NetworkReachability.NotReachable:
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// break;
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// case NetworkReachability.ReachableViaCarrierDataNetwork:
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// case NetworkReachability.ReachableViaLocalAreaNetwork:
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// if (WindowCenter.Instance.CheckOpen<PopConfirmWin>())
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// {
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// WindowCenter.Instance.Close<PopConfirmWin>();
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// }
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//
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// if (WindowCenter.Instance.CheckOpen<DisconnectHintWin>())
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// {
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// WindowCenter.Instance.Close<DisconnectHintWin>();
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// }
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//
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// GameNetSystem.Instance.Reconnect();
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// break;
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}
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public override void OnExit()
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{
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base.OnExit();
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}
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}
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