NetworkRoomManager - refactor CheckReadyToBegin

This commit is contained in:
MrGadget1024 2023-02-08 10:05:01 -05:00
parent 324c41e1c7
commit efeab67331

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@ -514,40 +514,40 @@ public override void OnClientSceneChanged()
/// <summary>
/// This is called on the host when a host is started.
/// </summary>
public virtual void OnRoomStartHost() { }
public virtual void OnRoomStartHost() {}
/// <summary>
/// This is called on the host when the host is stopped.
/// </summary>
public virtual void OnRoomStopHost() { }
public virtual void OnRoomStopHost() {}
/// <summary>
/// This is called on the server when the server is started - including when a host is started.
/// </summary>
public virtual void OnRoomStartServer() { }
public virtual void OnRoomStartServer() {}
/// <summary>
/// This is called on the server when the server is started - including when a host is stopped.
/// </summary>
public virtual void OnRoomStopServer() { }
public virtual void OnRoomStopServer() {}
/// <summary>
/// This is called on the server when a new client connects to the server.
/// </summary>
/// <param name="conn">The new connection.</param>
public virtual void OnRoomServerConnect(NetworkConnectionToClient conn) { }
public virtual void OnRoomServerConnect(NetworkConnectionToClient conn) {}
/// <summary>
/// This is called on the server when a client disconnects.
/// </summary>
/// <param name="conn">The connection that disconnected.</param>
public virtual void OnRoomServerDisconnect(NetworkConnectionToClient conn) { }
public virtual void OnRoomServerDisconnect(NetworkConnectionToClient conn) {}
/// <summary>
/// This is called on the server when a networked scene finishes loading.
/// </summary>
/// <param name="sceneName">Name of the new scene.</param>
public virtual void OnRoomServerSceneChanged(string sceneName) { }
public virtual void OnRoomServerSceneChanged(string sceneName) {}
/// <summary>
/// This allows customization of the creation of the room-player object on the server.
@ -611,7 +611,7 @@ public virtual void OnRoomServerPlayersReady()
/// This is called on the server when CheckReadyToBegin finds that players are not ready
/// <para>May be called multiple times while not ready players are joining</para>
/// </summary>
public virtual void OnRoomServerPlayersNotReady() { }
public virtual void OnRoomServerPlayersNotReady() {}
#endregion
@ -620,37 +620,37 @@ public virtual void OnRoomServerPlayersNotReady() { }
/// <summary>
/// This is a hook to allow custom behaviour when the game client enters the room.
/// </summary>
public virtual void OnRoomClientEnter() { }
public virtual void OnRoomClientEnter() {}
/// <summary>
/// This is a hook to allow custom behaviour when the game client exits the room.
/// </summary>
public virtual void OnRoomClientExit() { }
public virtual void OnRoomClientExit() {}
/// <summary>
/// This is called on the client when it connects to server.
/// </summary>
public virtual void OnRoomClientConnect() { }
public virtual void OnRoomClientConnect() {}
/// <summary>
/// This is called on the client when disconnected from a server.
/// </summary>
public virtual void OnRoomClientDisconnect() { }
public virtual void OnRoomClientDisconnect() {}
/// <summary>
/// This is called on the client when a client is started.
/// </summary>
public virtual void OnRoomStartClient() { }
public virtual void OnRoomStartClient() {}
/// <summary>
/// This is called on the client when the client stops.
/// </summary>
public virtual void OnRoomStopClient() { }
public virtual void OnRoomStopClient() {}
/// <summary>
/// This is called on the client when the client is finished loading a new networked scene.
/// </summary>
public virtual void OnRoomClientSceneChanged() { }
public virtual void OnRoomClientSceneChanged() {}
#endregion