NetworkServer.SpawnObjects: use foreach in first loop

This commit is contained in:
vis2k 2018-12-30 22:51:47 +01:00
parent df7c66e4c7
commit 1418fb66b7

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@ -1189,16 +1189,16 @@ public static bool SpawnObjects()
return true; return true;
NetworkIdentity[] identities = Resources.FindObjectsOfTypeAll<NetworkIdentity>(); NetworkIdentity[] identities = Resources.FindObjectsOfTypeAll<NetworkIdentity>();
for (int i = 0; i < identities.Length; i++) foreach (NetworkIdentity identity in identities)
{ {
NetworkIdentity identity = identities[i]; if (ValidateSceneObject(identity))
if (!ValidateSceneObject(identity)) {
continue; if (LogFilter.Debug) { Debug.Log("SpawnObjects sceneId:" + identity.sceneId + " name:" + identity.gameObject.name); }
identity.Reset();
if (LogFilter.Debug) { Debug.Log("SpawnObjects sceneId:" + identity.sceneId + " name:" + identity.gameObject.name); } identity.gameObject.SetActive(true);
identity.Reset(); }
identity.gameObject.SetActive(true);
} }
for (int i = 0; i < identities.Length; i++) for (int i = 0; i < identities.Length; i++)
{ {
NetworkIdentity identity = identities[i]; NetworkIdentity identity = identities[i];