fix(NetworkIdentity): Made clientStarted public and moved it up

This commit is contained in:
MrGadget1024 2023-11-24 18:08:02 -05:00
parent 11dc4a9f60
commit 28a876cba9

View File

@ -93,6 +93,9 @@ public sealed class NetworkIdentity : MonoBehaviour
// for example: main player & pets are owned. monsters & npcs aren't. // for example: main player & pets are owned. monsters & npcs aren't.
public bool isOwned { get; internal set; } public bool isOwned { get; internal set; }
// public so NetworkManager can reset it from StopClient.
public bool clientStarted;
/// <summary>The set of network connections (players) that can see this object.</summary> /// <summary>The set of network connections (players) that can see this object.</summary>
public readonly Dictionary<int, NetworkConnectionToClient> observers = public readonly Dictionary<int, NetworkConnectionToClient> observers =
new Dictionary<int, NetworkConnectionToClient>(); new Dictionary<int, NetworkConnectionToClient>();
@ -707,7 +710,6 @@ internal void OnStopServer()
} }
} }
bool clientStarted;
internal void OnStartClient() internal void OnStartClient()
{ {
if (clientStarted) return; if (clientStarted) return;