mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
Class Namespaces renamed to Mirror / Mirror.Weaver everywhere
This commit is contained in:
parent
e015908895
commit
a7eaaa8530
@ -1,10 +1,10 @@
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#if ENABLE_UNET
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using System;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace UnityEditor
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namespace Mirror
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{
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[CustomEditor(typeof(NetworkAnimator), true)]
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[CanEditMultipleObjects]
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@ -3,10 +3,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace UnityEditor
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namespace Mirror
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{
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[CustomEditor(typeof(NetworkBehaviour), true)]
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[CanEditMultipleObjects]
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@ -1,9 +1,9 @@
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#if ENABLE_UNET
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using System;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace UnityEditor
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namespace Mirror
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{
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[CustomEditor(typeof(NetworkIdentity), true)]
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[CanEditMultipleObjects]
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@ -1,11 +1,11 @@
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#if ENABLE_UNET
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityObject = UnityEngine.Object;
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namespace UnityEditor.Networking
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namespace Mirror
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{
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[CustomPreview(typeof(GameObject))]
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class NetworkInformationPreview : ObjectPreview
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@ -2,12 +2,12 @@
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using System;
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using System.IO;
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using System.Reflection;
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using UnityEditor;
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using UnityEditorInternal;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityObject = UnityEngine.Object;
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namespace UnityEditor
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namespace Mirror
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{
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[CustomEditor(typeof(NetworkManager), true)]
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[CanEditMultipleObjects]
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@ -1,11 +1,11 @@
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#if ENABLE_UNET
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityObject = UnityEngine.Object;
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namespace UnityEditor
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namespace Mirror
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{
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[CustomEditor(typeof(NetworkManagerHUD), true)]
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[CanEditMultipleObjects]
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@ -1,11 +1,11 @@
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#if ENABLE_UNET
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityObject = UnityEngine.Object;
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namespace UnityEditor.Networking
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namespace Mirror
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{
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[CustomPreview(typeof(NetworkManager))]
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class NetworkManagerPreview : ObjectPreview
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@ -2,11 +2,11 @@
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using System.Text;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.Callbacks;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace UnityEditor
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namespace Mirror
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{
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public class NetworkScenePostProcess : MonoBehaviour
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{
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@ -2,10 +2,8 @@
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using UnityEditor;
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using UnityEngine;
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using System.Collections;
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using UnityEngine.Networking;
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namespace UnityEditor
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namespace Mirror
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{
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[CustomEditor(typeof(NetworkTransformChild), true)]
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[CanEditMultipleObjects]
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@ -1,9 +1,9 @@
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#if ENABLE_UNET
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using System;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace UnityEditor
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namespace Mirror
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{
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[CustomEditor(typeof(NetworkTransform), true)]
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[CanEditMultipleObjects]
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#if ENABLE_UNET
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using System;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityObject = UnityEngine.Object;
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namespace UnityEditor.Networking
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namespace Mirror
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{
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[CustomPreview(typeof(GameObject))]
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class NetworkTransformPreview : ObjectPreview
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace UnityEditor
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namespace Mirror
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{
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[CustomEditor(typeof(NetworkTransformVisualizer), true)]
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[CanEditMultipleObjects]
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@ -1,9 +1,8 @@
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#if ENABLE_UNET
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using System;
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using System.Collections.Generic;
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using UnityEngine.Networking.NetworkSystem;
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using UnityEngine;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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public class ClientScene
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{
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@ -1,8 +1,9 @@
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using System;
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using UnityEngine;
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#if ENABLE_UNET
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namespace UnityEngine.Networking
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namespace Mirror
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{
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[AttributeUsage(AttributeTargets.Class)]
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public class NetworkSettingsAttribute : Attribute
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@ -2,8 +2,9 @@
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using System.Collections.Generic;
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using System.Reflection;
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using System.Net.Sockets;
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using UnityEngine;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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internal static class DotNetCompatibility
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{
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#if ENABLE_UNET
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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sealed class LocalClient : NetworkClient
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{
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using System;
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using UnityEngine;
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#if ENABLE_UNET
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namespace UnityEngine.Networking
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namespace Mirror
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{
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// a server's connection TO a LocalClient.
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// sending messages on this connection causes the client's handler function to be invoked directly
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using System;
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using UnityEngine;
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#if ENABLE_UNET
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namespace UnityEngine.Networking
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namespace Mirror
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{
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public class LogFilter
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{
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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#if ENABLE_UNET
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namespace UnityEngine.Networking
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namespace Mirror
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{
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// This can't be an interface because users don't need to implement the
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// serialization functions, we'll code generate it for them when they omit it.
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@ -15,10 +16,7 @@ public virtual void Deserialize(NetworkReader reader) {}
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// Serialize the contents of this message into the writer
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public virtual void Serialize(NetworkWriter writer) {}
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}
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}
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namespace UnityEngine.Networking.NetworkSystem
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{
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// ---------- General Typed Messages -------------------
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public class StringMessage : MessageBase
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#if ENABLE_UNET
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using System;
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using UnityEngine;
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using UnityEngine.Networking.NetworkSystem;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/NetworkAnimator")]
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using UnityEngine.Networking.NetworkSystem;
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using UnityEngine;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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[RequireComponent(typeof(NetworkIdentity))]
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[AddComponentMenu("")]
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using System.Collections.Generic;
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using System.Net;
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using System.Net.Sockets;
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using UnityEngine.Networking.NetworkSystem;
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using UnityEngine;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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public class NetworkClient
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{
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@ -213,6 +213,7 @@ void GenerateConnectError(byte error)
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GenerateError(error);
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}
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/* TODO use or remove
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void GenerateDataError(byte error)
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{
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NetworkError dataError = (NetworkError)error;
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@ -226,6 +227,7 @@ void GenerateDisconnectError(byte error)
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if (LogFilter.logError) { Debug.LogError("UNet Client Disconnect Error: " + disconnectError); }
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GenerateError(error);
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}
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*/
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void GenerateError(byte error)
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{
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using System.Collections.Generic;
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using System.Text;
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using System.Linq;
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using UnityEngine;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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/*
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* wire protocol is a list of : size | msgType | payload
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@ -20,8 +21,6 @@ public class NetworkConnection : IDisposable
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HashSet<NetworkInstanceId> m_ClientOwnedObjects;
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private NetworkError error;
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public int hostId = -1;
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public int connectionId = -1;
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public bool isReady;
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@ -32,8 +31,6 @@ public class NetworkConnection : IDisposable
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public bool logNetworkMessages = false;
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public bool isConnected { get { return hostId != -1; }}
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public NetworkError lastError { get { return error; } internal set { error = value; } }
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public virtual void Initialize(string networkAddress, int networkHostId, int networkConnectionId)
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{
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address = networkAddress;
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#if ENABLE_UNET
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using System;
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using UnityEngine;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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// vis2k: NetworkHash128 explanation
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// -> AssetDatabase.AssetPathToGUID returns a 32 length hex string
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using UnityEngine.Networking.NetworkSystem;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityEngine.Networking
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namespace Mirror
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{
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[ExecuteInEditMode]
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[DisallowMultipleComponent]
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@ -1,7 +1,8 @@
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#if ENABLE_UNET
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using System;
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using UnityEngine;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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[Serializable]
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public struct NetworkInstanceId
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@ -1,13 +1,11 @@
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#if ENABLE_UNET
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using System;
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using System.Collections.Generic;
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using System.Net;
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using System.Linq;
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using UnityEngine.Networking.NetworkSystem;
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using UnityEngine.Networking.Types;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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public enum PlayerSpawnMethod
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{
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@ -25,10 +23,6 @@ public class NetworkManager : MonoBehaviour
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[SerializeField] string m_NetworkAddress = "localhost";
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[SerializeField] bool m_DontDestroyOnLoad = true;
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[SerializeField] bool m_RunInBackground = true;
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[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
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[SerializeField] bool m_ScriptCRCCheck = true;
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[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
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[SerializeField] float m_MaxDelay = 0.01f;
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[SerializeField] LogFilter.FilterLevel m_LogLevel = LogFilter.FilterLevel.Info;
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[SerializeField] GameObject m_PlayerPrefab;
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[SerializeField] bool m_AutoCreatePlayer = true;
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@ -41,13 +35,6 @@ public class NetworkManager : MonoBehaviour
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[SerializeField] bool m_UseWebSockets;
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#pragma warning disable 0169
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[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
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[SerializeField] int m_MaxBufferedPackets;
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[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
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[SerializeField] bool m_AllowFragmentation;
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#pragma warning restore 0169
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bool m_ClientLoadedScene;
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// properties
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@ -57,11 +44,6 @@ public class NetworkManager : MonoBehaviour
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public string networkAddress { get { return m_NetworkAddress; } set { m_NetworkAddress = value; } }
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public bool dontDestroyOnLoad { get { return m_DontDestroyOnLoad; } set { m_DontDestroyOnLoad = value; } }
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public bool runInBackground { get { return m_RunInBackground; } set { m_RunInBackground = value; } }
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[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
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public bool scriptCRCCheck { get { return m_ScriptCRCCheck; } set { m_ScriptCRCCheck = value; }}
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[Obsolete("Not used anymore, kept to preserve original HLAPI serialization")]
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public float maxDelay { get { return m_MaxDelay; } set { m_MaxDelay = value; } }
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public LogFilter.FilterLevel logLevel { get { return m_LogLevel; } set { m_LogLevel = value; LogFilter.currentLogLevel = value; } }
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public GameObject playerPrefab { get { return m_PlayerPrefab; } set { m_PlayerPrefab = value; } }
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public bool autoCreatePlayer { get { return m_AutoCreatePlayer; } set { m_AutoCreatePlayer = value; } }
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@ -721,16 +703,8 @@ public virtual void OnServerDisconnect(NetworkConnection conn)
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{
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NetworkServer.DestroyPlayersForConnection(conn);
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// note: timeouts happen all the time, no need to throw an error there.
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if (conn.lastError == NetworkError.Ok || conn.lastError == NetworkError.Timeout)
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{
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if (LogFilter.logDebug) { Debug.Log("OnServerDisconnect: client disconnected:" + conn); }
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}
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else
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{
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// a client disconnected, let's show a message
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if (LogFilter.logError) { Debug.LogError("OnServerDisconnect: Client disconnected with error: " + conn.lastError); }
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}
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if (LogFilter.logError) { Debug.LogError("OnServerDisconnect: Client disconnected."); }
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}
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public virtual void OnServerReady(NetworkConnection conn)
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@ -846,10 +820,6 @@ public virtual void OnClientConnect(NetworkConnection conn)
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public virtual void OnClientDisconnect(NetworkConnection conn)
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{
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StopClient();
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if (conn.lastError != NetworkError.Ok)
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{
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if (LogFilter.logError) { Debug.LogError("ClientDisconnected due to error: " + conn.lastError); }
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}
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}
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public virtual void OnClientError(NetworkConnection conn, int errorCode)
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|
@ -2,10 +2,11 @@
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// confusion if someone accidentally presses one.
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using System;
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using System.ComponentModel;
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using UnityEngine;
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#if ENABLE_UNET
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namespace UnityEngine.Networking
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namespace Mirror
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{
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[AddComponentMenu("Network/NetworkManagerHUD")]
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[RequireComponent(typeof(NetworkManager))]
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|
@ -3,7 +3,7 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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[AddComponentMenu("Network/NetworkProximityChecker")]
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[RequireComponent(typeof(NetworkIdentity))]
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|
@ -1,8 +1,9 @@
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#if ENABLE_UNET
|
||||
using System;
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using System.IO;
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using UnityEngine;
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|
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namespace UnityEngine.Networking
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namespace Mirror
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{
|
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public class NetworkReader
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{
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|
@ -1,8 +1,8 @@
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#if ENABLE_UNET
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEngine.Networking
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namespace Mirror
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{
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// This is an internal class to allow the client and server to share scene-related functionality.
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// This code (mostly) used to be in ClientScene.
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|
@ -1,7 +1,8 @@
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#if ENABLE_UNET
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using System;
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using UnityEngine;
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|
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namespace UnityEngine.Networking
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namespace Mirror
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{
|
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[Serializable]
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public struct NetworkSceneId
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|
@ -3,10 +3,9 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using UnityEngine.Networking.NetworkSystem;
|
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using UnityEngine.Networking.Types;
|
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using UnityEngine;
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|
||||
namespace UnityEngine.Networking
|
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namespace Mirror
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{
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public sealed class NetworkServer
|
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{
|
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@ -407,7 +406,6 @@ static void HandleConnect(int connectionId, byte error)
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NetworkConnection conn = (NetworkConnection)Activator.CreateInstance(s_NetworkConnectionClass);
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||||
conn.SetHandlers(s_MessageHandlers);
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conn.Initialize(address, s_ServerHostId, connectionId);
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conn.lastError = (NetworkError)0;
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||||
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||||
// add connection at correct index
|
||||
while (s_Connections.Count <= connectionId)
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@ -434,17 +432,6 @@ static void HandleDisconnect(int connectionId, byte error)
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{
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return;
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}
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conn.lastError = (NetworkError)error;
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||||
|
||||
if (error != 0)
|
||||
{
|
||||
if ((NetworkError)error != NetworkError.Timeout)
|
||||
{
|
||||
s_Connections[connectionId] = null;
|
||||
if (LogFilter.logError) { Debug.LogError("Server client disconnect error, connectionId: " + connectionId + " error: " + (NetworkError)error); }
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
conn.Disconnect();
|
||||
s_Connections[connectionId] = null;
|
||||
@ -484,13 +471,6 @@ static void HandleData(int connectionId, byte[] data, byte error)
|
||||
if (LogFilter.logError) { Debug.LogError("HandleData Unknown connectionId:" + connectionId); }
|
||||
return;
|
||||
}
|
||||
conn.lastError = (NetworkError)error;
|
||||
|
||||
if (error != 0)
|
||||
{
|
||||
GenerateDataError(conn, error);
|
||||
return;
|
||||
}
|
||||
|
||||
OnData(conn, data);
|
||||
}
|
||||
@ -506,6 +486,7 @@ static void GenerateConnectError(byte error)
|
||||
GenerateError(null, error);
|
||||
}
|
||||
|
||||
/* TODO use or remove
|
||||
static void GenerateDataError(NetworkConnection conn, byte error)
|
||||
{
|
||||
NetworkError dataError = (NetworkError)error;
|
||||
@ -519,6 +500,7 @@ static void GenerateDisconnectError(NetworkConnection conn, byte error)
|
||||
if (LogFilter.logError) { Debug.LogError("UNet Server Disconnect Error: " + disconnectError + " conn:[" + conn + "]:" + conn.connectionId); }
|
||||
GenerateError(conn, error);
|
||||
}
|
||||
*/
|
||||
|
||||
static void GenerateError(NetworkConnection conn, byte error)
|
||||
{
|
||||
@ -1175,7 +1157,7 @@ static void DestroyObject(NetworkIdentity uv, bool destroyServerObject)
|
||||
// when unspawning, dont destroy the server's object
|
||||
if (destroyServerObject)
|
||||
{
|
||||
Object.Destroy(uv.gameObject);
|
||||
UnityEngine.Object.Destroy(uv.gameObject);
|
||||
}
|
||||
uv.MarkForReset();
|
||||
}
|
||||
|
@ -2,7 +2,7 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEngine.Networking
|
||||
namespace Mirror
|
||||
{
|
||||
[DisallowMultipleComponent]
|
||||
[AddComponentMenu("Network/NetworkStartPosition")]
|
||||
|
@ -1,9 +1,9 @@
|
||||
#if ENABLE_UNET
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking.NetworkSystem;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEngine.Networking
|
||||
namespace Mirror
|
||||
{
|
||||
[AddComponentMenu("Network/NetworkTransformChild")]
|
||||
public class NetworkTransformChild : NetworkBehaviour
|
||||
|
@ -1,9 +1,8 @@
|
||||
#if ENABLE_UNET
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking.NetworkSystem;
|
||||
|
||||
namespace UnityEngine.Networking
|
||||
namespace Mirror
|
||||
{
|
||||
[DisallowMultipleComponent]
|
||||
[AddComponentMenu("Network/NetworkTransform")]
|
||||
|
@ -3,7 +3,7 @@
|
||||
using System.ComponentModel;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEngine.Networking
|
||||
namespace Mirror
|
||||
{
|
||||
[DisallowMultipleComponent]
|
||||
[AddComponentMenu("Network/NetworkTransformVisualizer")]
|
||||
|
@ -1,8 +1,9 @@
|
||||
#if ENABLE_UNET
|
||||
using System;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEngine.Networking
|
||||
namespace Mirror
|
||||
{
|
||||
// Binary stream Writer. Supports simple types, buffers, arrays, structs, and nested types
|
||||
public class NetworkWriter
|
||||
|
@ -1,7 +1,8 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
#if ENABLE_UNET
|
||||
namespace UnityEngine.Networking
|
||||
namespace Mirror
|
||||
{
|
||||
// This class represents the player entity in a network game, there can be multiple players per client
|
||||
// when there are multiple people playing on one machine
|
||||
|
@ -3,9 +3,9 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using UnityEngine.Networking.NetworkSystem;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEngine.Networking
|
||||
namespace Mirror
|
||||
{
|
||||
public sealed class SyncListString : SyncList<string>
|
||||
{
|
||||
|
@ -1,8 +1,10 @@
|
||||
// wraps UNET's LLAPI for use as HLAPI TransportLayer
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using UnityEngine.Networking.Types;
|
||||
|
||||
namespace UnityEngine.Networking
|
||||
namespace Mirror
|
||||
{
|
||||
public class LLAPITransport : TransportLayer
|
||||
{
|
||||
|
@ -1,5 +1,6 @@
|
||||
// wraps Telepathy for use as HLAPI TransportLayer
|
||||
namespace UnityEngine.Networking
|
||||
using UnityEngine;
|
||||
namespace Mirror
|
||||
{
|
||||
public class TelepathyTransport : TransportLayer
|
||||
{
|
||||
|
@ -1,7 +1,8 @@
|
||||
// multiplex transport that uses either:
|
||||
// * Telepathy for standalone (windows/mac/linux/mobile/etc.)
|
||||
// * UNET's LLAPI for websockets
|
||||
namespace UnityEngine.Networking
|
||||
using UnityEngine;
|
||||
namespace Mirror
|
||||
{
|
||||
public class TelepathyWebsocketsMultiplexTransport : TransportLayer
|
||||
{
|
||||
|
@ -1,7 +1,7 @@
|
||||
// transport layer backend
|
||||
// - set to telepathy by default
|
||||
// - can be changed by assigning Transport.layer to whatever you want
|
||||
namespace UnityEngine.Networking
|
||||
namespace Mirror
|
||||
{
|
||||
// Transport class used by HLAPI ///////////////////////////////////////////
|
||||
public static class Transport
|
||||
|
@ -1,8 +1,9 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
#if ENABLE_UNET
|
||||
|
||||
namespace UnityEngine.Networking
|
||||
namespace Mirror
|
||||
{
|
||||
// Handles network messages on client and server
|
||||
public delegate void NetworkMessageDelegate(NetworkMessage netMsg);
|
||||
|
@ -2,7 +2,7 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEngine.Networking.Tests
|
||||
namespace Mirror.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class NetworkHash128Test
|
||||
|
@ -2,7 +2,7 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEngine.Networking.Tests
|
||||
namespace Mirror.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class NetworkWriterTest
|
||||
|
@ -5,12 +5,12 @@
|
||||
// Information about this assembly is defined by the following attributes.
|
||||
// Change them to the values specific to your project.
|
||||
|
||||
[assembly: AssemblyTitle("Unity.UNetWeaver")]
|
||||
[assembly: AssemblyDescription("UNET assembly post processor for code generation.")]
|
||||
[assembly: AssemblyTitle("Mirror.Weaver")]
|
||||
[assembly: AssemblyDescription("Mirror assembly post processor for code generation.")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("Unity Technologies")]
|
||||
[assembly: AssemblyProduct("Unity.UNetWeaver")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2014")]
|
||||
[assembly: AssemblyCompany("vis2k")]
|
||||
[assembly: AssemblyProduct("Mirror")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2018")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
[assembly: InternalsVisibleTo("Assembly-CSharp-Editor-testable")]
|
||||
|
@ -9,7 +9,7 @@
|
||||
using Mono.Cecil.Mdb;
|
||||
using Mono.Cecil.Pdb;
|
||||
|
||||
namespace Unity.UNetWeaver
|
||||
namespace Mirror.Weaver
|
||||
{
|
||||
class Helpers
|
||||
{
|
||||
|
@ -2,7 +2,7 @@
|
||||
using Mono.Cecil;
|
||||
using Mono.Cecil.Cil;
|
||||
|
||||
namespace Unity.UNetWeaver
|
||||
namespace Mirror.Weaver
|
||||
{
|
||||
class MessageClassProcessor
|
||||
{
|
||||
|
@ -2,7 +2,7 @@
|
||||
using System.Linq;
|
||||
using Mono.Cecil;
|
||||
|
||||
namespace Unity.UNetWeaver
|
||||
namespace Mirror.Weaver
|
||||
{
|
||||
class MonoBehaviourProcessor
|
||||
{
|
||||
|
@ -3,7 +3,7 @@
|
||||
using System.IO;
|
||||
using Mono.Cecil;
|
||||
|
||||
namespace Unity.UNetWeaver
|
||||
namespace Mirror.Weaver
|
||||
{
|
||||
public static class Log
|
||||
{
|
||||
|
@ -2,7 +2,7 @@
|
||||
using Mono.Cecil;
|
||||
using Mono.Cecil.Cil;
|
||||
|
||||
namespace Unity.UNetWeaver
|
||||
namespace Mirror.Weaver
|
||||
{
|
||||
class SyncListStructProcessor
|
||||
{
|
||||
|
@ -4,7 +4,7 @@
|
||||
using Mono.Cecil;
|
||||
using Mono.Cecil.Cil;
|
||||
|
||||
namespace Unity.UNetWeaver
|
||||
namespace Mirror.Weaver
|
||||
{
|
||||
class NetworkBehaviourProcessor
|
||||
{
|
||||
|
@ -8,7 +8,7 @@
|
||||
using Mono.Cecil.Pdb;
|
||||
using Mono.Cecil.Mdb;
|
||||
|
||||
namespace Unity.UNetWeaver
|
||||
namespace Mirror.Weaver
|
||||
{
|
||||
public enum OutSymbolsFormat
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user