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NetworkManager.UpdateScene: use && instead of early return
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@ -426,19 +426,13 @@ void FinishLoadScene()
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internal static void UpdateScene()
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{
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if (singleton == null)
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return;
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if (s_LoadingSceneAsync == null)
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return;
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if (!s_LoadingSceneAsync.isDone)
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return;
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if (LogFilter.Debug) { Debug.Log("ClientChangeScene done readyCon:" + s_ClientReadyConnection); }
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singleton.FinishLoadScene();
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s_LoadingSceneAsync.allowSceneActivation = true;
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s_LoadingSceneAsync = null;
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if (singleton != null && s_LoadingSceneAsync != null && s_LoadingSceneAsync.isDone)
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{
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if (LogFilter.Debug) { Debug.Log("ClientChangeScene done readyCon:" + s_ClientReadyConnection); }
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singleton.FinishLoadScene();
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s_LoadingSceneAsync.allowSceneActivation = true;
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s_LoadingSceneAsync = null;
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}
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}
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// virtual so that inheriting classes' OnDestroy() can call base.OnDestroy() too
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