mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
cleanup
This commit is contained in:
parent
64b436445f
commit
46c9bddb6c
@ -1000,22 +1000,15 @@ public static void RegisterStartPosition(Transform start)
|
|||||||
startPositions = startPositions.OrderBy(transform => transform.GetSiblingIndex()).ToList();
|
startPositions = startPositions.OrderBy(transform => transform.GetSiblingIndex()).ToList();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>Unregister a Transform from start positions.</summary>
|
||||||
/// Unregisters the transform of a game object as a player spawn location.
|
// TODO why is this static?
|
||||||
/// <para>This is done automatically by the <see cref="NetworkStartPosition">NetworkStartPosition</see> component, but can be done manually from user code.</para>
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="start">Transform to unregister.</param>
|
|
||||||
public static void UnRegisterStartPosition(Transform start)
|
public static void UnRegisterStartPosition(Transform start)
|
||||||
{
|
{
|
||||||
// Debug.Log("UnRegisterStartPosition: (" + start.gameObject.name + ") " + start.position);
|
// Debug.Log("UnRegisterStartPosition: (" + start.gameObject.name + ") " + start.position);
|
||||||
startPositions.Remove(start);
|
startPositions.Remove(start);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>Get the next NetworkStartPosition based on the selected PlayerSpawnMethod.</summary>
|
||||||
/// This finds a spawn position based on NetworkStartPosition objects in the scene.
|
|
||||||
/// <para>This is used by the default implementation of OnServerAddPlayer.</para>
|
|
||||||
/// </summary>
|
|
||||||
/// <returns>Returns the transform to spawn a player at, or null.</returns>
|
|
||||||
public Transform GetStartPosition()
|
public Transform GetStartPosition()
|
||||||
{
|
{
|
||||||
// first remove any dead transforms
|
// first remove any dead transforms
|
||||||
@ -1053,6 +1046,7 @@ void OnServerConnectInternal(NetworkConnection conn)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// called after successful authentication
|
// called after successful authentication
|
||||||
|
// TODO do the NetworkServer.OnAuthenticated thing from x branch
|
||||||
void OnServerAuthenticated(NetworkConnection conn)
|
void OnServerAuthenticated(NetworkConnection conn)
|
||||||
{
|
{
|
||||||
//Debug.Log("NetworkManager.OnServerAuthenticated");
|
//Debug.Log("NetworkManager.OnServerAuthenticated");
|
||||||
|
Loading…
Reference in New Issue
Block a user