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Obsoletes OnServerAddPlayer (#1134)
* Obsoletes OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage) * Fixed NetworkManager * Fixed Pong * Fixed Room * Wrapped call in warning suppressors * Improved comments
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@ -261,7 +261,7 @@ public override void OnServerDisconnect(NetworkConnection conn)
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/// </summary>
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/// <param name="conn">Connection of the client</param>
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/// <param name="extraMessage"></param>
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public override void OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage)
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public override void OnServerAddPlayer(NetworkConnection conn)
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{
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if (SceneManager.GetActiveScene().name != RoomScene) return;
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@ -10,7 +10,7 @@ public class NetworkManagerPong : NetworkManager
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public Transform rightRacketSpawn;
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GameObject ball;
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public override void OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage)
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public override void OnServerAddPlayer(NetworkConnection conn)
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{
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// add player at correct spawn position
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Transform start = numPlayers == 0 ? leftRacketSpawn : rightRacketSpawn;
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@ -872,7 +872,9 @@ void OnServerAddPlayerInternal(NetworkConnection conn, AddPlayerMessage extraMes
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return;
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}
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#pragma warning disable CS0618 // Type or member is obsolete
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OnServerAddPlayer(conn, extraMessage);
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#pragma warning restore CS0618 // Type or member is obsolete
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}
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void OnServerRemovePlayerMessageInternal(NetworkConnection conn, RemovePlayerMessage msg)
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@ -1003,13 +1005,24 @@ public virtual void OnServerReady(NetworkConnection conn)
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NetworkServer.SetClientReady(conn);
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}
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/// <summary>
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/// Obsolete: Override <see cref="OnServerAddPlayer(NetworkConnection)"/> instead.
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/// <para>See <a href="../Guides/GameObjects/SpawnPlayerCustom.md">Custom Players</a> for details.</para>
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/// </summary>
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/// <param name="conn">Connection from client.</param>
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/// <param name="extraMessage">An extra message object passed for the new player.</param>
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Override OnServerAddPlayer(NetworkConnection conn) instead. See https://mirror-networking.com/docs/Guides/GameObjects/SpawnPlayerCustom.html for details.")]
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public virtual void OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage)
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{
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OnServerAddPlayer(conn);
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}
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/// <summary>
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/// Called on the server when a client adds a new player with ClientScene.AddPlayer.
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/// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
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/// </summary>
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/// <param name="conn">Connection from client.</param>
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/// <param name="extraMessage">An extra message object passed for the new player.</param>
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public virtual void OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage)
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public virtual void OnServerAddPlayer(NetworkConnection conn)
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{
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Transform startPos = GetStartPosition();
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GameObject player = startPos != null
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