private GameObject FindPendingPlayer(int connectionId, NetworkInstanceId netId, short playerControllerId) { ConnectionPendingPlayers players2; if (!this.m_PendingPlayers.ContainsKey(connectionId)) { goto Label_0089; } int num = 0; Label_0068: players2 = this.m_PendingPlayers[connectionId]; if (num < players2.players.Count) { ConnectionPendingPlayers players = this.m_PendingPlayers[connectionId]; PendingPlayerInfo info = players.players[num]; if ((info.netId == netId) && (info.playerControllerId == playerControllerId)) { return(info.obj); } num++; goto Label_0068; } Label_0089: return(null); }
void AddPendingPlayer(GameObject obj, int connectionId, NetworkInstanceId netId, short playerControllerId) { if (!m_PendingPlayers.ContainsKey(connectionId)) { var pending = new ConnectionPendingPlayers(); pending.players = new List <PendingPlayerInfo>(); m_PendingPlayers[connectionId] = pending; } PendingPlayerInfo info = new PendingPlayerInfo(); info.netId = netId; info.playerControllerId = playerControllerId; info.obj = obj; m_PendingPlayers[connectionId].players.Add(info); }
private void AddPendingPlayer(GameObject obj, int connectionId, NetworkInstanceId netId, short playerControllerId) { if (!m_PendingPlayers.ContainsKey(connectionId)) { ConnectionPendingPlayers value = default(ConnectionPendingPlayers); value.players = new List <PendingPlayerInfo>(); m_PendingPlayers[connectionId] = value; } PendingPlayerInfo item = default(PendingPlayerInfo); item.netId = netId; item.playerControllerId = playerControllerId; item.obj = obj; ConnectionPendingPlayers connectionPendingPlayers = m_PendingPlayers[connectionId]; connectionPendingPlayers.players.Add(item); }
private void AddPendingPlayer(GameObject obj, int connectionId, NetworkInstanceId netId, short playerControllerId) { if (!this.m_PendingPlayers.ContainsKey(connectionId)) { ConnectionPendingPlayers players = new ConnectionPendingPlayers { players = new List<PendingPlayerInfo>() }; this.m_PendingPlayers[connectionId] = players; } PendingPlayerInfo item = new PendingPlayerInfo { netId = netId, playerControllerId = playerControllerId, obj = obj }; ConnectionPendingPlayers players2 = this.m_PendingPlayers[connectionId]; players2.players.Add(item); }
private void AddPendingPlayer(GameObject obj, int connectionId, NetworkInstanceId netId, short playerControllerId) { if (!this.m_PendingPlayers.ContainsKey(connectionId)) { ConnectionPendingPlayers players = new ConnectionPendingPlayers { players = new List <PendingPlayerInfo>() }; this.m_PendingPlayers[connectionId] = players; } PendingPlayerInfo item = new PendingPlayerInfo { netId = netId, playerControllerId = playerControllerId, obj = obj }; ConnectionPendingPlayers players2 = this.m_PendingPlayers[connectionId]; players2.players.Add(item); }
private GameObject FindPendingPlayer(int connectionId, NetworkInstanceId netId, short playerControllerId) { if (m_PendingPlayers.ContainsKey(connectionId)) { int num = 0; while (true) { int num2 = num; ConnectionPendingPlayers connectionPendingPlayers = m_PendingPlayers[connectionId]; if (num2 >= connectionPendingPlayers.players.Count) { break; } ConnectionPendingPlayers connectionPendingPlayers2 = m_PendingPlayers[connectionId]; PendingPlayerInfo pendingPlayerInfo = connectionPendingPlayers2.players[num]; if (pendingPlayerInfo.netId == netId && pendingPlayerInfo.playerControllerId == playerControllerId) { return(pendingPlayerInfo.obj); } num++; } } return(null); }