NetworkScenePostProcess: rename 'uv' to 'identity'

This commit is contained in:
vis2k 2018-12-30 15:26:23 +01:00
parent e19af230b9
commit 9b49b34f3c

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@ -136,23 +136,23 @@ public static void OnPostProcessScene()
uvs.Sort(CompareNetworkIdentitySiblingPaths); uvs.Sort(CompareNetworkIdentitySiblingPaths);
uint nextSceneId = 1; 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. // if we had a [ConflictComponent] attribute that would be better than this check.
// also there is no context about which scene this is in. // also there is no context about which scene this is in.
if (uv.GetComponent<NetworkManager>() != null) if (identity.GetComponent<NetworkManager>() != null)
{ {
Debug.LogError("NetworkManager has a NetworkIdentity component. This will cause the NetworkManager object to be disabled, so it is not recommended."); 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; continue;
uv.gameObject.SetActive(false); identity.gameObject.SetActive(false);
uv.ForceSceneId(nextSceneId++); identity.ForceSceneId(nextSceneId++);
if (LogFilter.Debug) { Debug.Log("PostProcess sceneid assigned: name=" + uv.name + " scene=" + uv.gameObject.scene.name + " sceneid=" + uv.sceneId); } 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 // 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) if (prefabGO)
{ {
GameObject prefabRootGO = PrefabUtility.FindPrefabRoot(prefabGO); GameObject prefabRootGO = PrefabUtility.FindPrefabRoot(prefabGO);