public virtual void PreProcess(IPrefabProcessor preProcess, GameObject rootObj, string name, bool serverside, bool clientside, bool bundling)
 {
     if (bundling)
     {
         return;
     }
     this.fullName      = name;
     this.hierachyName  = base.transform.GetRecursiveName("");
     this.prefabID      = StringPool.Get(name);
     this.instanceID    = base.GetInstanceID();
     this.worldPosition = base.transform.position;
     this.worldRotation = base.transform.rotation;
     this.worldForward  = base.transform.forward;
     this.localPosition = base.transform.localPosition;
     this.localScale    = base.transform.localScale;
     this.localRotation = base.transform.localRotation;
     if (serverside)
     {
         this.prefabAttribute = PrefabAttribute.server;
         this.gameManager     = GameManager.server;
         this.isServer        = true;
     }
     this.AttributeSetup(rootObj, name, serverside, clientside, bundling);
     if (serverside)
     {
         PrefabAttribute.server.Add(this.prefabID, this);
     }
     preProcess.RemoveComponent(this);
     preProcess.NominateForDeletion(base.gameObject);
 }
Exemple #2
0
 public virtual void PreClientComponentCull(IPrefabProcessor p)
 {
     p.RemoveComponent(this.trigger);
     p.RemoveComponent(this.reverbZone);
     p.RemoveComponent(this);
     p.NominateForDeletion(base.gameObject);
 }
Exemple #3
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 public virtual void PreClientComponentCull(IPrefabProcessor p)
 {
     p.RemoveComponent((Component)this.collider);
     p.RemoveComponent((Component)this);
     p.NominateForDeletion(((Component)this).get_gameObject());
 }