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cleanup
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parent
3667f76703
commit
f06e6f0509
@ -54,10 +54,7 @@ internal static void Shutdown()
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DestroyAllClientObjects();
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DestroyAllClientObjects();
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}
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}
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/// <summary>
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// called from message handler for Owner message
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/// this is called from message handler for Owner message
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/// </summary>
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/// <param name="identity"></param>
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internal static void InternalAddPlayer(NetworkIdentity identity)
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internal static void InternalAddPlayer(NetworkIdentity identity)
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{
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{
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//Debug.Log("ClientScene.InternalAddPlayer");
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//Debug.Log("ClientScene.InternalAddPlayer");
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@ -77,21 +74,15 @@ internal static void InternalAddPlayer(NetworkIdentity identity)
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else Debug.LogWarning("No ready connection found for setting player controller during InternalAddPlayer");
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else Debug.LogWarning("No ready connection found for setting player controller during InternalAddPlayer");
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}
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}
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/// <summary>
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// Sets localPlayer to null. Should be called when the local player
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/// Sets localPlayer to null
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// object is destroyed.
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/// <para>Should be called when the local player object is destroyed</para>
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/// </summary>
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internal static void ClearLocalPlayer()
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internal static void ClearLocalPlayer()
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{
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{
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//Debug.Log("ClientScene.ClearLocalPlayer");
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//Debug.Log("ClientScene.ClearLocalPlayer");
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localPlayer = null;
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localPlayer = null;
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}
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}
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/// <summary>
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/// <summary>Sends AddPlayer message to the server, indicating that we want to join the world.</summary>
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/// This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called.
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/// </summary>
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/// <param name="readyConn">The connection to become ready for this client.</param>
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/// <returns>True if AddPlayer message was sent</returns>
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public static bool AddPlayer(NetworkConnection readyConn)
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public static bool AddPlayer(NetworkConnection readyConn)
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{
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{
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// ensure valid ready connection
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// ensure valid ready connection
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@ -118,12 +109,11 @@ public static bool AddPlayer(NetworkConnection readyConn)
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return true;
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return true;
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}
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}
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/// <summary>
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/// <summary>Sends Ready message to server, indicating that we loaded the scene, ready to enter the game.</summary>
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/// Signal that the client connection is ready to enter the game.
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// This could be for example when a client enters an ongoing game and
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/// <para>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.</para>
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// has finished loading the current scene. The server should respond to
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/// </summary>
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// the SYSTEM_READY event with an appropriate handler which instantiates
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/// <param name="conn">The client connection which is ready.</param>
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// the players object for example.
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/// <returns>True if successful</returns>
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public static bool Ready(NetworkConnection conn)
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public static bool Ready(NetworkConnection conn)
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{
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{
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if (ready)
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if (ready)
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@ -144,7 +134,6 @@ public static bool Ready(NetworkConnection conn)
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// Tell server we're ready to have a player object spawned
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// Tell server we're ready to have a player object spawned
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conn.Send(new ReadyMessage());
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conn.Send(new ReadyMessage());
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return true;
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return true;
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}
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}
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Debug.LogError("Ready() called with invalid connection object: conn=null");
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Debug.LogError("Ready() called with invalid connection object: conn=null");
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@ -160,9 +149,7 @@ internal static void HandleClientDisconnect(NetworkConnection conn)
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}
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}
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}
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}
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/// <summary>
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// Checks if identity is not spawned yet, not hidden and has sceneId
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/// Checks if identity is not spawned yet, not hidden and has sceneId
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/// </summary>
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static bool ConsiderForSpawning(NetworkIdentity identity)
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static bool ConsiderForSpawning(NetworkIdentity identity)
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{
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{
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// not spawned yet, not hidden, etc.?
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// not spawned yet, not hidden, etc.?
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@ -172,9 +159,7 @@ static bool ConsiderForSpawning(NetworkIdentity identity)
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identity.sceneId != 0;
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identity.sceneId != 0;
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}
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}
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/// <summary>
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/// <summary>Call this after loading/unloading a scene in the client after connection to register the spawnable objects</summary>
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/// Call this after loading/unloading a scene in the client after connection to register the spawnable objects
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/// </summary>
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public static void PrepareToSpawnSceneObjects()
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public static void PrepareToSpawnSceneObjects()
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{
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{
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// remove existing items, they will be re-added below
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// remove existing items, they will be re-added below
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