using UnityEngine; using NeonTea.Quakeball.Net.Peers; using System.Threading; namespace NeonTea.Quakeball.Net { public class Net { public static Net Singleton = new Net(); private Peer Endpoint; public void Start(Peer endpoint, string host, int port) { if (Endpoint != null) { Debug.Log("Can not start multiple endpoints at once! Use Server if multiple connections are required."); return; } Endpoint = endpoint; Endpoint.Start(host, port); } public void Stop(DisconnectReason reason) { if (Endpoint != null) { Endpoint.Stop(reason); Endpoint = null; } } } }