using System.Collections; using System.Collections.Generic; using UnityEngine; using ClientState = ExitGames.Client.Photon.LoadBalancing.ClientState; public class ButtonDisconnect : ButtonOnClick { public ClientState state => NetworkManager.net.State; public bool isDisconnected => state == ClientState.Disconnected || state == ClientState.PeerCreated; public override void OnClick() { if (GameTransition.Instance.state == GameState.Multiplayer) { GameTransition.Instance.state = GameState.ConnectionInProgress; NetworkManager.net.Service(); NetworkManager.net.Disconnect(); } } }