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cleanup
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@ -1179,13 +1179,8 @@ public static void Spawn(GameObject obj, GameObject ownerPlayer)
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Spawn(obj, identity.connectionToClient);
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Spawn(obj, identity.connectionToClient);
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}
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}
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/// <summary>
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/// <summary>Spawns an object and also assigns Client Authority to the specified client.</summary>
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/// This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client.
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// This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object.
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/// <para>This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object.</para>
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/// </summary>
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/// <param name="obj">The object to spawn.</param>
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/// <param name="assetId">The assetId of the object to spawn. Used for custom spawn handlers.</param>
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/// <param name="ownerConnection">The connection that has authority over the object</param>
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public static void Spawn(GameObject obj, Guid assetId, NetworkConnection ownerConnection = null)
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public static void Spawn(GameObject obj, Guid assetId, NetworkConnection ownerConnection = null)
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{
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{
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if (VerifyCanSpawn(obj))
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if (VerifyCanSpawn(obj))
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@ -1257,19 +1252,19 @@ static void DestroyObject(GameObject obj, bool destroyServerObject)
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}
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}
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}
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}
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/// <summary>
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/// <summary>Destroys this object and corresponding objects on all clients.</summary>
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/// Destroys this object and corresponding objects on all clients.
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// In some cases it is useful to remove an object but not delete it on
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/// <para>In some cases it is useful to remove an object but not delete it on the server. For that, use NetworkServer.UnSpawn() instead of NetworkServer.Destroy().</para>
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// the server. For that, use NetworkServer.UnSpawn() instead of
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/// </summary>
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// NetworkServer.Destroy().
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/// <param name="obj">Game object to destroy.</param>
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public static void Destroy(GameObject obj) => DestroyObject(obj, true);
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public static void Destroy(GameObject obj) => DestroyObject(obj, true);
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/// <summary>
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/// <summary>This takes an object that has been spawned and un-spawns it.</summary>
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/// This takes an object that has been spawned and un-spawns it.
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// The object will be removed from clients that it was spawned on, or
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/// <para>The object will be removed from clients that it was spawned on, or the custom spawn handler function on the client will be called for the object.</para>
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// the custom spawn handler function on the client will be called for
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/// <para>Unlike when calling NetworkServer.Destroy(), on the server the object will NOT be destroyed. This allows the server to re-use the object, even spawn it again later.</para>
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// the object.
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/// </summary>
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// Unlike when calling NetworkServer.Destroy(), on the server the object
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/// <param name="obj">The spawned object to be unspawned.</param>
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// will NOT be destroyed. This allows the server to re-use the object,
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// even spawn it again later.
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public static void UnSpawn(GameObject obj) => DestroyObject(obj, false);
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public static void UnSpawn(GameObject obj) => DestroyObject(obj, false);
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internal static bool ValidateSceneObject(NetworkIdentity identity)
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internal static bool ValidateSceneObject(NetworkIdentity identity)
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