using System; using InnerNet; using UnityEngine; public class WaitForHostPopup : DestroyableSingleton { public GameObject Content; public void Show() { if (AmongUsClient.Instance && AmongUsClient.Instance.ClientId > 0) { this.Content.SetActive(true); } } public void ExitGame() { AmongUsClient.Instance.ExitGame(DisconnectReasons.ExitGame); this.Content.SetActive(false); } public void Hide() { this.Content.SetActive(false); } }