Removed non-implemented overload (#1276)

This commit is contained in:
MrGadget 2019-12-03 02:01:52 -05:00 committed by vis2k
parent 1eae07fa2c
commit 8012972b0e
2 changed files with 0 additions and 24 deletions

View File

@ -611,18 +611,6 @@ public virtual void OnDestroy()
/// </summary>
/// <param name="newSceneName"></param>
public virtual void ServerChangeScene(string newSceneName)
{
ServerChangeScene(newSceneName, LoadSceneMode.Single, LocalPhysicsMode.None);
}
/// <summary>
/// This causes the server to switch scenes and sets the networkSceneName.
/// <para>Clients that connect to this server will automatically switch to this scene. This is called autmatically if onlineScene or offlineScene are set, but it can be called from user code to switch scenes again while the game is in progress. This automatically sets clients to be not-ready. The clients must call NetworkClient.Ready() again to participate in the new scene.</para>
/// </summary>
/// <param name="newSceneName"></param>
/// <param name="sceneMode"></param>
/// <param name="physicsMode"></param>
public virtual void ServerChangeScene(string newSceneName, LoadSceneMode sceneMode, LocalPhysicsMode physicsMode)
{
if (string.IsNullOrEmpty(newSceneName))
{

View File

@ -89,18 +89,6 @@ public class #SCRIPTNAME# : NetworkManager
base.ServerChangeScene(newSceneName);
}
/// <summary>
/// This causes the server to switch scenes and sets the networkSceneName.
/// <para>Clients that connect to this server will automatically switch to this scene. This is called autmatically if onlineScene or offlineScene are set, but it can be called from user code to switch scenes again while the game is in progress. This automatically sets clients to be not-ready. The clients must call NetworkClient.Ready() again to participate in the new scene.</para>
/// </summary>
/// <param name="newSceneName"></param>
/// <param name="sceneMode"></param>
/// <param name="physicsMode"></param>
public override void ServerChangeScene(string newSceneName, LoadSceneMode sceneMode, LocalPhysicsMode physicsMode)
{
base.ServerChangeScene(newSceneName, sceneMode, physicsMode);
}
#endregion
#region Server System Callbacks