Ejemplo n.º 1
0
        internal void SetNetworkView(PNetC.NetworkView netView)
        {
            _networkView = netView;
            IsMine = netView.IsMine;
            OwnerId = netView.OwnerId;
            viewID = netView.ViewID;

            netView.StateSynchronization = _stateSynchronization.ToPNetC();

            _networkView.OnDeserializeStream += StreamDeserializeCaller;
            _networkView.OnRemove += DoOnRemove;

            if (_queuedSer != null)
            {
                _networkView.SetSerializationMethod(_queuedSer, _queuedStreamSize);
            }

            var components = gameObject.GetComponents<MonoBehaviour>().OrderBy(c => c.name);

            foreach (var component in components)
            {
                SubscribeMarkedRPCsOnComponent(component);
                SubscribeSynchronizedFields(component);
            }
        }
Ejemplo n.º 2
0
        internal void SetNetworkView(PNetC.NetworkView netView)
        {
            _networkView = netView;
            IsMine       = netView.IsMine;
            OwnerId      = netView.OwnerId;
            viewID       = netView.ViewID;

            netView.StateSynchronization = _stateSynchronization.ToPNetC();

            _networkView.OnDeserializeStream += StreamDeserializeCaller;
            _networkView.OnRemove            += DoOnRemove;

            if (_queuedSer != null)
            {
                _networkView.SetSerializationMethod(_queuedSer, _queuedStreamSize);
            }

            var components = gameObject.GetComponents <MonoBehaviour>().OrderBy(c => c.name);

            foreach (var component in components)
            {
                SubscribeMarkedRPCsOnComponent(component);
                SubscribeSynchronizedFields(component);
            }
        }
Ejemplo n.º 3
0
        void CleanupNetView()
        {
            if (_networkView != null) //this will get run usually if we're switching scenes
            {
                if (UnityEngineHook.ValidInstance)
                {
                    UnityEngineHook.Instance.Manager.Remove(_networkView.ViewID);
                }

                _networkView.OnDeserializeStream -= StreamDeserializeCaller;
                _networkView.OnRemove            -= DoOnRemove;

                _networkView = null;
            }
        }
Ejemplo n.º 4
0
 internal static SynchronizedField <T> Create(NetworkView netView)
 {
     return(new SynchronizedField <T>(netView));
 }
Ejemplo n.º 5
0
        void CleanupNetView()
        {
            if (_networkView != null) //this will get run usually if we're switching scenes
            {
                if (UnityEngineHook.ValidInstance)
                    UnityEngineHook.Instance.Manager.Remove(_networkView.ViewID);

                _networkView.OnDeserializeStream -= StreamDeserializeCaller;
                _networkView.OnRemove -= DoOnRemove;

                _networkView = null;
            }
        }
Ejemplo n.º 6
0
 private void RegisterView(NetworkView view, NetworkViewId viewId)
 {
     _allViews.Add(viewId.guid, view);
 }
Ejemplo n.º 7
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="id"></param>
 /// <param name="view"></param>
 /// <returns></returns>
 public bool Find(NetworkViewId id, out NetworkView view)
 {
     return(_allViews.TryGetValue(id.guid, out view));
 }
Ejemplo n.º 8
0
 internal void AddView(PNetC.NetworkView newView, NetworkView view)
 {
     _networkViews.Add(newView.ViewID, view);
     view.SetNetworkView(newView);
 }