| | |
| | | DisconnectState disconnectState;
|
| | |
|
| | | NetState m_NetState;
|
| | | public NetState netState {
|
| | | public NetState netState
|
| | | {
|
| | | get { return this.m_NetState; }
|
| | | set {
|
| | | set
|
| | | {
|
| | | if (this.m_NetState != value)
|
| | | {
|
| | | switch (m_NetState)
|
| | |
| | |
|
| | | public void BeginConnectGameServer(string _ip, int _port, Action _onConnected)
|
| | | {
|
| | | if (socketController != null && socketController.Connected)
|
| | | try
|
| | | {
|
| | | socketController.CloseConnect();
|
| | | if (socketController != null && socketController.Connected)
|
| | | {
|
| | | socketController.CloseConnect();
|
| | | }
|
| | | }
|
| | | catch (System.Exception ex)
|
| | | {
|
| | | DebugEx.Log(ex);
|
| | | }
|
| | |
|
| | | socketController = new ClientSocketController();
|