diff --git a/Assets/Mirror/Runtime/ClientScene.cs b/Assets/Mirror/Runtime/ClientScene.cs index 985f64c72..a4a4828da 100644 --- a/Assets/Mirror/Runtime/ClientScene.cs +++ b/Assets/Mirror/Runtime/ClientScene.cs @@ -54,10 +54,7 @@ internal static void Shutdown() DestroyAllClientObjects(); } - /// - /// this is called from message handler for Owner message - /// - /// + // called from message handler for Owner message internal static void InternalAddPlayer(NetworkIdentity identity) { //Debug.Log("ClientScene.InternalAddPlayer"); @@ -77,21 +74,15 @@ internal static void InternalAddPlayer(NetworkIdentity identity) else Debug.LogWarning("No ready connection found for setting player controller during InternalAddPlayer"); } - /// - /// Sets localPlayer to null - /// Should be called when the local player object is destroyed - /// + // Sets localPlayer to null. Should be called when the local player + // object is destroyed. internal static void ClearLocalPlayer() { //Debug.Log("ClientScene.ClearLocalPlayer"); localPlayer = null; } - /// - /// This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called. - /// - /// The connection to become ready for this client. - /// True if AddPlayer message was sent + /// Sends AddPlayer message to the server, indicating that we want to join the world. public static bool AddPlayer(NetworkConnection readyConn) { // ensure valid ready connection @@ -118,12 +109,11 @@ public static bool AddPlayer(NetworkConnection readyConn) return true; } - /// - /// Signal that the client connection is ready to enter the game. - /// This could be for example when a client enters an ongoing game and has finished loading the current scene. The server should respond to the SYSTEM_READY event with an appropriate handler which instantiates the players object for example. - /// - /// The client connection which is ready. - /// True if successful + /// Sends Ready message to server, indicating that we loaded the scene, ready to enter the game. + // This could be for example when a client enters an ongoing game and + // has finished loading the current scene. The server should respond to + // the SYSTEM_READY event with an appropriate handler which instantiates + // the players object for example. public static bool Ready(NetworkConnection conn) { if (ready) @@ -144,7 +134,6 @@ public static bool Ready(NetworkConnection conn) // Tell server we're ready to have a player object spawned conn.Send(new ReadyMessage()); - return true; } Debug.LogError("Ready() called with invalid connection object: conn=null"); @@ -160,9 +149,7 @@ internal static void HandleClientDisconnect(NetworkConnection conn) } } - /// - /// Checks if identity is not spawned yet, not hidden and has sceneId - /// + // Checks if identity is not spawned yet, not hidden and has sceneId static bool ConsiderForSpawning(NetworkIdentity identity) { // not spawned yet, not hidden, etc.? @@ -172,9 +159,7 @@ static bool ConsiderForSpawning(NetworkIdentity identity) identity.sceneId != 0; } - /// - /// Call this after loading/unloading a scene in the client after connection to register the spawnable objects - /// + /// Call this after loading/unloading a scene in the client after connection to register the spawnable objects public static void PrepareToSpawnSceneObjects() { // remove existing items, they will be re-added below