From 9b49b34f3c7104f5875a921ad777b5561c0c8735 Mon Sep 17 00:00:00 2001 From: vis2k Date: Sun, 30 Dec 2018 15:26:23 +0100 Subject: [PATCH] NetworkScenePostProcess: rename 'uv' to 'identity' --- Mirror/Editor/NetworkScenePostProcess.cs | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/Mirror/Editor/NetworkScenePostProcess.cs b/Mirror/Editor/NetworkScenePostProcess.cs index 986fb4e9a..686d4b763 100644 --- a/Mirror/Editor/NetworkScenePostProcess.cs +++ b/Mirror/Editor/NetworkScenePostProcess.cs @@ -136,23 +136,23 @@ public static void OnPostProcessScene() uvs.Sort(CompareNetworkIdentitySiblingPaths); uint nextSceneId = 1; - foreach (NetworkIdentity uv in uvs) + foreach (NetworkIdentity identity in uvs) { // if we had a [ConflictComponent] attribute that would be better than this check. // also there is no context about which scene this is in. - if (uv.GetComponent() != null) + if (identity.GetComponent() != null) { Debug.LogError("NetworkManager has a NetworkIdentity component. This will cause the NetworkManager object to be disabled, so it is not recommended."); } - if (uv.isClient || uv.isServer) + if (identity.isClient || identity.isServer) continue; - uv.gameObject.SetActive(false); - uv.ForceSceneId(nextSceneId++); - if (LogFilter.Debug) { Debug.Log("PostProcess sceneid assigned: name=" + uv.name + " scene=" + uv.gameObject.scene.name + " sceneid=" + uv.sceneId); } + identity.gameObject.SetActive(false); + identity.ForceSceneId(nextSceneId++); + if (LogFilter.Debug) { Debug.Log("PostProcess sceneid assigned: name=" + identity.name + " scene=" + identity.gameObject.scene.name + " sceneid=" + identity.sceneId); } // saftey check for prefabs with more than one NetworkIdentity - GameObject prefabGO = PrefabUtility.GetPrefabParent(uv.gameObject) as GameObject; + GameObject prefabGO = PrefabUtility.GetPrefabParent(identity.gameObject) as GameObject; if (prefabGO) { GameObject prefabRootGO = PrefabUtility.FindPrefabRoot(prefabGO);