Updated NetworkIdentity comments

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MrGadget1024 2020-10-31 23:14:58 -04:00
parent bbb61848be
commit f95b0c40af

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@ -37,9 +37,12 @@ namespace Mirror
/// The NetworkIdentity manages the dirty state of the NetworkBehaviours of the object. /// The NetworkIdentity manages the dirty state of the NetworkBehaviours of the object.
/// When it discovers that NetworkBehaviours are dirty, it causes an update packet to be created and sent to clients. /// When it discovers that NetworkBehaviours are dirty, it causes an update packet to be created and sent to clients.
/// </para> /// </para>
/// <para> ///
/// The flow for serialization updates managed by the NetworkIdentity is:
/// <list type="bullet"> /// <list type="bullet">
/// <listheader><description>
/// The flow for serialization updates managed by the NetworkIdentity is:
/// </description></listheader>
///
/// <item> /// <item>
/// Each NetworkBehaviour has a dirty mask. This mask is available inside OnSerialize as syncVarDirtyBits /// Each NetworkBehaviour has a dirty mask. This mask is available inside OnSerialize as syncVarDirtyBits
/// </item> /// </item>
@ -75,10 +78,11 @@ namespace Mirror
/// The UpdateVars packet is sent to ready clients that are observing the object /// The UpdateVars packet is sent to ready clients that are observing the object
/// </item> /// </item>
/// </list> /// </list>
/// </para> ///
/// <para>
/// On the client:
/// <list type="bullet"> /// <list type="bullet">
/// <listheader><description>
/// On the client:
/// </description></listheader>
/// <item> /// <item>
/// an UpdateVars packet is received for an object /// an UpdateVars packet is received for an object
/// </item> /// </item>
@ -98,7 +102,6 @@ namespace Mirror
/// If there are SyncVar hook functions, those are invoked with the value read from the stream. /// If there are SyncVar hook functions, those are invoked with the value read from the stream.
/// </item> /// </item>
/// </list> /// </list>
/// </para>
/// </remarks> /// </remarks>
[DisallowMultipleComponent] [DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkIdentity")] [AddComponentMenu("Network/NetworkIdentity")]
@ -265,7 +268,9 @@ public NetworkVisibility visibility
/// Unique identifier used to find the source assets when server spawns the on clients. /// Unique identifier used to find the source assets when server spawns the on clients.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// The AssetId trick: /// <listheader><description>
/// The AssetId trick:
/// </description></description>listheader>
/// <list type="bullet"> /// <list type="bullet">
/// <item> /// <item>
/// Ideally we would have a serialized 'Guid m_AssetId' but Unity can't /// Ideally we would have a serialized 'Guid m_AssetId' but Unity can't
@ -862,17 +867,9 @@ internal void OnSetHostVisibility(bool visible)
/// <summary> /// <summary>
/// check if observer can be seen by connection. /// check if observer can be seen by connection.
/// <list type="bullet">
/// <item>
/// returns visibility.OnCheckObserver
/// </item>
/// <item>
/// returns true if we have no NetworkVisibility, default objects are visible
/// </item>
/// </list>
/// </summary> /// </summary>
/// <param name="conn"></param> /// <param name="conn"></param>
/// <returns></returns> /// <returns>true if we have no NetworkVisibility, default objects are visible</returns>
internal bool OnCheckObserver(NetworkConnection conn) internal bool OnCheckObserver(NetworkConnection conn)
{ {
if (visibility != null) if (visibility != null)