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feature: NetworkBehaviour: HasSyncObjects for NetworkBehaviourInspector to avoid Reflection
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@ -40,10 +40,7 @@ bool SyncsAnything(Type scriptClass)
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// search for SyncObjects manually.
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// search for SyncObjects manually.
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// Any SyncObject should be added to syncObjects when unity creates an
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// Any SyncObject should be added to syncObjects when unity creates an
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// object so we can check length of list so see if sync objects exists
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// object so we can check length of list so see if sync objects exists
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FieldInfo syncObjectsField = scriptClass.GetField("syncObjects", BindingFlags.NonPublic | BindingFlags.Instance);
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return ((NetworkBehaviour)serializedObject.targetObject).HasSyncObjects();
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List<SyncObject> syncObjects = (List<SyncObject>)syncObjectsField.GetValue(serializedObject.targetObject);
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return syncObjects.Count > 0;
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}
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}
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void OnEnable()
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void OnEnable()
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@ -58,6 +58,7 @@ public abstract class NetworkBehaviour : MonoBehaviour
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// SyncLists, SyncSets, etc.
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// SyncLists, SyncSets, etc.
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protected readonly List<SyncObject> syncObjects = new List<SyncObject>();
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protected readonly List<SyncObject> syncObjects = new List<SyncObject>();
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public bool HasSyncObjects() => syncObjects.Count > 0;
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// NetworkIdentity based values set from NetworkIdentity.Awake(),
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// NetworkIdentity based values set from NetworkIdentity.Awake(),
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// which is way more simple and way faster than trying to figure out
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// which is way more simple and way faster than trying to figure out
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