This commit is contained in:
vis2k 2021-03-07 14:37:59 +08:00
parent a5bc753150
commit 8f5c6c7b93

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@ -701,15 +701,9 @@ public static void SendToClientOfPlayer<T>(NetworkIdentity identity, T msg, int
}
}
/// <summary>
/// This replaces the player object for a connection with a different player object. The old player object is not destroyed.
/// <para>If a connection already has a player object, this can be used to replace that object with a different player object. This does NOT change the ready state of the connection, so it can safely be used while changing scenes.</para>
/// </summary>
/// <param name="conn">Connection which is adding the player.</param>
/// <param name="player">Player object spawned for the player.</param>
/// <param name="assetId"></param>
/// <param name="keepAuthority">Does the previous player remain attached to this connection?</param>
/// <returns>True if connection was successfully replaced for player.</returns>
/// <summary>Replaces connection's player object. The old object is not destroyed.</summary>
// This does NOT change the ready state of the connection, so it can
// safely be used while changing scenes.
public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, Guid assetId, bool keepAuthority = false)
{
if (GetNetworkIdentity(player, out NetworkIdentity identity))
@ -719,14 +713,9 @@ public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject
return InternalReplacePlayerForConnection(conn, player, keepAuthority);
}
/// <summary>
/// This replaces the player object for a connection with a different player object. The old player object is not destroyed.
/// <para>If a connection already has a player object, this can be used to replace that object with a different player object. This does NOT change the ready state of the connection, so it can safely be used while changing scenes.</para>
/// </summary>
/// <param name="conn">Connection which is adding the player.</param>
/// <param name="player">Player object spawned for the player.</param>
/// <param name="keepAuthority">Does the previous player remain attached to this connection?</param>
/// <returns>True if connection was successfully replaced for player.</returns>
/// <summary>Replaces connection's player object. The old object is not destroyed.</summary>
// This does NOT change the ready state of the connection, so it can
// safely be used while changing scenes.
public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, bool keepAuthority = false)
{
return InternalReplacePlayerForConnection(conn, player, keepAuthority);