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add TODOs
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@ -1220,6 +1220,7 @@ public virtual void OnServerChangeScene(string newSceneName) {}
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public virtual void OnServerSceneChanged(string sceneName) {}
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/// <summary>Called on the client when connected to a server. By default it sets client as ready and adds a player.</summary>
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// TODO client only ever uses NetworkClient.connection. this parameter is redundant.
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public virtual void OnClientConnect(NetworkConnection conn)
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{
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// OnClientConnect by default calls AddPlayer but it should not do
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@ -1239,6 +1240,7 @@ public virtual void OnClientConnect(NetworkConnection conn)
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}
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/// <summary>Called on clients when disconnected from a server.</summary>
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// TODO client only ever uses NetworkClient.connection. this parameter is redundant.
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public virtual void OnClientDisconnect(NetworkConnection conn)
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{
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StopClient();
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@ -1248,6 +1250,7 @@ public virtual void OnClientDisconnect(NetworkConnection conn)
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public virtual void OnClientError(NetworkConnection conn, int errorCode) {}
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/// <summary>Called on clients when a servers tells the client it is no longer ready, e.g. when switching scenes.</summary>
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// TODO client only ever uses NetworkClient.connection. this parameter is redundant.
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public virtual void OnClientNotReady(NetworkConnection conn) {}
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/// <summary>Called from ClientChangeScene immediately before SceneManager.LoadSceneAsync is executed</summary>
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@ -1258,6 +1261,7 @@ public virtual void OnClientChangeScene(string newSceneName, SceneOperation scen
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// Scene changes can cause player objects to be destroyed. The default
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// implementation of OnClientSceneChanged in the NetworkManager is to
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// add a player object for the connection if no player object exists.
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// TODO client only ever uses NetworkClient.connection. this parameter is redundant.
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public virtual void OnClientSceneChanged(NetworkConnection conn)
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{
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// always become ready.
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