private uLink.NetworkView Creator(string prefabName, uLink.NetworkInstantiateArgs args, uLink.NetworkMessageInfo info) { uLink.NetworkView instance; if (pool.Count > 0) { instance = pool.Pop(); args.SetupNetworkView(instance); #if UNITY_4_0 instance.gameObject.SetActive(true); #else instance.gameObject.SetActiveRecursively(true); #endif } else { instance = uLink.NetworkInstantiatorUtility.Instantiate(prefab, args); } uLink.NetworkInstantiatorUtility.BroadcastOnNetworkInstantiate(instance, info); return instance; }
private uLink.NetworkView Creator(string prefabName, uLink.NetworkInstantiateArgs args, uLink.NetworkMessageInfo info) { uLink.NetworkView instance; if (pool.Count > 0) { instance = pool.Pop(); args.SetupNetworkView(instance); SetActive(instance, true); } else { instance = uLink.NetworkInstantiatorUtility.Instantiate(prefab, args); } uLink.NetworkInstantiatorUtility.BroadcastOnNetworkInstantiate(instance, info); return instance; }
private uLink.NetworkView Creator(string prefabName, uLink.NetworkInstantiateArgs args, uLink.NetworkMessageInfo info) { uLink.NetworkView instance; if (pool.Count > 0) { instance = pool.Pop(); args.SetupNetworkView(instance); SetActive(instance, true); // will trigger callback message "OnEnable" (networkView.viewID != unassigned). } else { instance = uLink.NetworkInstantiatorUtility.Instantiate(prefab, args); // will trigger callback message "Awake" and "OnEnable" (networkView.viewID != unassigned). } uLink.NetworkInstantiatorUtility.BroadcastOnNetworkInstantiate(instance, info); // will trigger callback message "OnNetworkInstantiate". return instance; }