コード例 #1
0
 public override void Process()
 {
     LoadNetworkObject(DespawnedObject);
     //call all the hooks!
     if (NetworkObject == null)
     {
         Logger.LogTraceFormat("Not calling client side despawn hooks, object no longer exists", Category.Inventory);
     }
     else
     {
         var comps       = NetworkObject.GetComponents <IClientDespawn>();
         var despawnInfo = ClientDespawnInfo.Default();
         if (comps != null)
         {
             foreach (var comp in comps)
             {
                 comp.OnDespawnClient(despawnInfo);
             }
         }
     }
 }
コード例 #2
0
    /// <summary>
    /// Despawn the object locally, on this client only. Despawning removes an
    /// object from the game, but may not necessarilly destroy it completely - it may end up back in the
    /// object pool to be later reused.
    /// </summary>
    /// <param name="info"></param>
    /// <returns></returns>
    public static DespawnResult Client(DespawnInfo info)
    {
        if (info == null)
        {
            Logger.LogError("Cannot despawn - info is null", Category.ItemSpawn);
            return(DespawnResult.Fail(info));
        }

        //fire despawn hooks
        var hooks = info.GameObject.GetComponents <IClientDespawn>();

        if (hooks != null)
        {
            foreach (var hook in hooks)
            {
                hook.OnDespawnClient(ClientDespawnInfo.Default());
            }
        }

        Spawn._AddToPool(info.GameObject);
        info.GameObject.SetActive(false);

        return(DespawnResult.Single(info));
    }