static void AssignAssetID(NetworkIdentity identity) { string path = AssetDatabase.GetAssetPath(identity.gameObject); AssignAssetID(identity, path); }
private static int GetSceneHash(NetworkIdentity identity) { return(identity.gameObject.scene.path.GetStableHashCode()); }
public void RemoveOwnedObject(NetworkIdentity networkIdentity) { clientOwnedObjects.Remove(networkIdentity); }
/// <summary> /// Removes a registered spawn prefab that was setup with ClientScene.RegisterPrefab. /// </summary> /// <param name="identity">The prefab to be removed from registration.</param> public void UnregisterPrefab(NetworkIdentity identity) { spawnHandlers.Remove(identity.AssetId); unspawnHandlers.Remove(identity.AssetId); }
public void RemoveFromVisList(NetworkIdentity identity) { visList.Remove(identity); }
public void AddOwnedObject(NetworkIdentity networkIdentity) { clientOwnedObjects.Add(networkIdentity); }
public bool TryGetIdentity(uint netId, out NetworkIdentity identity) { return(SpawnedObjects.TryGetValue(netId, out identity) && identity != null); }
public void AddToVisList(NetworkIdentity identity) { visList.Add(identity); }
public void AddDirtyObject(NetworkIdentity dirty) { DirtyObjects.Add(dirty); }
static ArraySegment <byte> CreateSpawnMessagePayload(bool isOwner, NetworkIdentity identity, PooledNetworkWriter ownerWriter, PooledNetworkWriter observersWriter) { // Only call OnSerializeAllSafely if there are NetworkBehaviours if (identity.NetworkBehaviours.Length == 0) { return(default);
internal void HideForConnection(NetworkIdentity identity, INetworkPlayer player) { player.Send(new ObjectHideMessage { netId = identity.NetId }); }
internal void HideForConnection(NetworkIdentity identity, INetworkConnection conn) { conn.Send(new ObjectHideMessage { netId = identity.NetId }); }
private static void AssignAssetID(NetworkIdentity identity, GameObject parent) { var path = AssetDatabase.GetAssetPath(parent); AssignAssetID(identity, path); }