public void register_prop(Prop_physics_multiplayer prop) { props_active.Add(prop); }
public void Kill(Prop_physics_multiplayer prop) { props_active.Remove(prop); }
/* * // Update is called once per frame * void Update () { * for(int i = 0; i < props_inactive.Count; i++) * { * if (!props_inactive[i].propRB.IsSleeping()) * { * props_active.Add(props_inactive[i]); * props_inactive.RemoveAt(i); * i++; * } * } * for (int i = 0; i < props_active.Count; i++) * { * if (props_active[i].propRB.IsSleeping()) * { * props_active.RemoveAt(i); * i++; * continue; * } * * * //Server end * if (isServer) * { * //Sync * sync_prop(props_active[i]); * } * else * { * * } * * * } * * } */ void sync_prop(Prop_physics_multiplayer prop) { }