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using UnityEngine;
using UnityEngine.EventSystems;
using static CommunicationEvents;
//using static CheckServer;
///using static CommunicationEvents;
using static StreamingAssetLoader;
public class QuitApp : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
void Start()
{
}
private void Update()
{
}
public void OnPointerDown(PointerEventData data)
{
}
public void OnPointerUp(PointerEventData data)
{
QuitApp1();
}
public void QuitApp1()
{
//Input.backButtonLeavesApp = true;
Stefan Richter
committed
if (process_mmt_frameIT_server != null)
{
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committed
process_mmt_frameIT_server.Kill();
}
}
UnityEditor.EditorApplication.isPlaying = false;
Application.Quit();