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syntax
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@ -40,17 +40,21 @@ public static class ClientScene
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/// This is a dictionary of the prefabs that are registered on the client with ClientScene.RegisterPrefab().
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/// This is a dictionary of the prefabs that are registered on the client with ClientScene.RegisterPrefab().
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/// <para>The key to the dictionary is the prefab asset Id.</para>
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/// <para>The key to the dictionary is the prefab asset Id.</para>
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/// </summary>
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/// </summary>
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public static readonly Dictionary<Guid, GameObject> prefabs = new Dictionary<Guid, GameObject>();
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public static readonly Dictionary<Guid, GameObject> prefabs =
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new Dictionary<Guid, GameObject>();
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/// <summary>
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/// <summary>
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/// This is dictionary of the disabled NetworkIdentity objects in the scene that could be spawned by messages from the server.
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/// This is dictionary of the disabled NetworkIdentity objects in the scene that could be spawned by messages from the server.
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/// <para>The key to the dictionary is the NetworkIdentity sceneId.</para>
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/// <para>The key to the dictionary is the NetworkIdentity sceneId.</para>
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/// </summary>
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/// </summary>
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internal static readonly Dictionary<ulong, NetworkIdentity> spawnableObjects = new Dictionary<ulong, NetworkIdentity>();
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internal static readonly Dictionary<ulong, NetworkIdentity> spawnableObjects =
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new Dictionary<ulong, NetworkIdentity>();
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// spawn handlers
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// spawn handlers
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internal static readonly Dictionary<Guid, SpawnHandlerDelegate> spawnHandlers = new Dictionary<Guid, SpawnHandlerDelegate>();
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internal static readonly Dictionary<Guid, SpawnHandlerDelegate> spawnHandlers =
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internal static readonly Dictionary<Guid, UnSpawnDelegate> unspawnHandlers = new Dictionary<Guid, UnSpawnDelegate>();
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new Dictionary<Guid, SpawnHandlerDelegate>();
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internal static readonly Dictionary<Guid, UnSpawnDelegate> unspawnHandlers =
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new Dictionary<Guid, UnSpawnDelegate>();
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internal static void Shutdown()
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internal static void Shutdown()
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{
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{
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