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cleanup
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0f8b06b12b
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@ -1015,11 +1015,8 @@ public static void RemovePlayerForConnection(NetworkConnection conn, bool destro
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//else Debug.Log($"Connection {conn} has no identity");
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}
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/// <summary>
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/// Handle command from specific player, this could be one of multiple players on a single client
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/// </summary>
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/// <param name="conn"></param>
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/// <param name="msg"></param>
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// Handle command from specific player, this could be one of multiple
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// players on a single client
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static void OnCommandMessage(NetworkConnection conn, CommandMessage msg)
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{
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if (!NetworkIdentity.spawned.TryGetValue(msg.netId, out NetworkIdentity identity))
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@ -1140,11 +1137,10 @@ internal static void SendSpawnMessage(NetworkIdentity identity, NetworkConnectio
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}
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}
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/// <summary>
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/// This destroys all the player objects associated with a NetworkConnections on a server.
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/// <para>This is used when a client disconnects, to remove the players for that client. This also destroys non-player objects that have client authority set for this connection.</para>
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/// </summary>
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/// <param name="conn">The connections object to clean up for.</param>
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/// <summary>Destroys all of the connection's owned objects on the server.</summary>
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// This is used when a client disconnects, to remove the players for
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// that client. This also destroys non-player objects that have client
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// authority set for this connection.
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public static void DestroyPlayerForConnection(NetworkConnection conn)
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{
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// destroy all objects owned by this connection, including the player object
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@ -1152,12 +1148,9 @@ public static void DestroyPlayerForConnection(NetworkConnection conn)
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conn.identity = null;
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}
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/// <summary>
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/// Spawn the given game object on all clients which are ready.
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/// <para>This will cause a new object to be instantiated from the registered prefab, or from a custom spawn function.</para>
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/// </summary>
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/// <param name="obj">Game object with NetworkIdentity to spawn.</param>
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/// <param name="ownerConnection">The connection that has authority over the object</param>
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/// <summary>Spawn the given game object on all clients which are ready.</summary>
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// This will cause a new object to be instantiated from the registered
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// prefab, or from a custom spawn function.
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public static void Spawn(GameObject obj, NetworkConnection ownerConnection = null)
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{
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if (VerifyCanSpawn(obj))
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@ -1166,12 +1159,8 @@ public static void Spawn(GameObject obj, NetworkConnection ownerConnection = nul
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}
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}
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/// <summary>
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/// This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client.
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/// <para>This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object.</para>
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/// </summary>
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/// <param name="obj">The object to spawn.</param>
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/// <param name="ownerPlayer">The player object to set Client Authority to.</param>
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/// <summary>Spawns an object and also assigns Client Authority to the specified client.</summary>
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// This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object.
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public static void Spawn(GameObject obj, GameObject ownerPlayer)
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{
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NetworkIdentity identity = ownerPlayer.GetComponent<NetworkIdentity>();
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