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Removed non-implemented overload (#1276)
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1eae07fa2c
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@ -611,18 +611,6 @@ public virtual void OnDestroy()
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/// </summary>
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/// <param name="newSceneName"></param>
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public virtual void ServerChangeScene(string newSceneName)
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{
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ServerChangeScene(newSceneName, LoadSceneMode.Single, LocalPhysicsMode.None);
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}
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/// <summary>
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/// This causes the server to switch scenes and sets the networkSceneName.
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/// <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>
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/// </summary>
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/// <param name="newSceneName"></param>
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/// <param name="sceneMode"></param>
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/// <param name="physicsMode"></param>
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public virtual void ServerChangeScene(string newSceneName, LoadSceneMode sceneMode, LocalPhysicsMode physicsMode)
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{
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if (string.IsNullOrEmpty(newSceneName))
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{
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@ -89,18 +89,6 @@ public class #SCRIPTNAME# : NetworkManager
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base.ServerChangeScene(newSceneName);
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}
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/// <summary>
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/// This causes the server to switch scenes and sets the networkSceneName.
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/// <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>
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/// </summary>
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/// <param name="newSceneName"></param>
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/// <param name="sceneMode"></param>
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/// <param name="physicsMode"></param>
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public override void ServerChangeScene(string newSceneName, LoadSceneMode sceneMode, LocalPhysicsMode physicsMode)
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{
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base.ServerChangeScene(newSceneName, sceneMode, physicsMode);
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}
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#endregion
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#region Server System Callbacks
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