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* feat(NetworkManager): Clear Spawnable Prefabs button (#3619) * Update Assets/Mirror/Editor/NetworkManagerEditor.cs Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com> --------- Co-authored-by: mischa <info@noobtuts.com> Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
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@ -50,6 +50,15 @@ public override void OnInspectorGUI()
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{
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{
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ScanForNetworkIdentities();
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ScanForNetworkIdentities();
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}
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}
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// clicking the Populate button in a large project can add hundreds of entries.
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// have a clear button in case that wasn't intended.
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GUI.enabled = networkManager.spawnPrefabs.Count > 0;
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if (GUILayout.Button("Clear Spawnable Prefabs"))
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{
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ClearNetworkIdentities();
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}
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GUI.enabled = true;
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}
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}
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void ScanForNetworkIdentities()
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void ScanForNetworkIdentities()
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@ -117,6 +126,19 @@ void ScanForNetworkIdentities()
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}
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}
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}
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}
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void ClearNetworkIdentities()
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{
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// RecordObject is needed for "*" to show up in Scene.
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// however, this only saves List.Count without the entries.
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Undo.RecordObject(networkManager, "NetworkManager: cleared prefabs");
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// add the entries
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networkManager.spawnPrefabs.Clear();
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// SetDirty is required to save the individual entries properly.
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EditorUtility.SetDirty(target);
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}
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static void DrawHeader(Rect headerRect)
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static void DrawHeader(Rect headerRect)
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{
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{
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GUI.Label(headerRect, "Registered Spawnable Prefabs:");
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GUI.Label(headerRect, "Registered Spawnable Prefabs:");
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