//============ TinyNetIdentity Functions ============// /// <summary> /// Applies the initial state of an object (it's <see cref="TinyNetSyncVar"/>). /// </summary> /// <param name="tinyNetId">The <see cref="TinyNetIdentity"/>r.</param> /// <param name="position">The position.</param> /// <param name="initialState">The initial state.</param> /// <param name="networkID">The network identifier.</param> /// <param name="newGameObject">The new <see cref="GameObject"/>.</param> void ApplyInitialState(TinyNetIdentity tinyNetId, Vector3 position, byte[] initialState, int networkID, GameObject newGameObject) { if (!tinyNetId.gameObject.activeSelf) { tinyNetId.gameObject.SetActive(true); } tinyNetId.transform.position = position; tinyNetId.OnNetworkCreate(); if (initialState != null && initialState.Length > 0) { var initialStateReader = new NetDataReader(initialState); tinyNetId.DeserializeAllTinyNetObjects(initialStateReader, true); } if (newGameObject == null) { return; } newGameObject.SetActive(true); tinyNetId.ReceiveNetworkID(networkID); AddTinyNetIdentityToList(tinyNetId); // If the object was spawned as part of the initial replication (s_TineNetObjectSpawnFinishedMessage.state == 0) it will have it's OnStartClient called by OnObjectSpawnFinished. if (_isSpawnFinished) { tinyNetId.OnStartClient(); } }
/// <summary> /// Called when an object is spawned and we are a Listen Server. /// </summary> /// <param name="netMsg">A wrapper for a <see cref="TinyNetObjectSpawnMessage"/>.</param> void OnLocalClientObjectSpawn(TinyNetMessageReader netMsg) { netMsg.ReadMessage(s_TinyNetObjectSpawnMessage); TinyNetIdentity localObject = GetTinyNetIdentityByNetworkID(s_TinyNetObjectSpawnMessage.networkID); if (localObject != null) { localObject.OnStartClient(); localObject.OnGiveLocalVisibility(); } else { if (TinyNetLogLevel.logDebug) { TinyLogger.Log("TinyNetClient::OnLocalClientObjectSpawn called but object has never been spawned to client netId:" + s_TinyNetObjectSpawnMessage.networkID); } } }
//============ TinyNetIdentity Functions ============// /// <summary> /// Applies the initial state of an object (it's <see cref="TinyNetSyncVar"/>). /// </summary> /// <param name="tinyNetId">The <see cref="TinyNetIdentity"/>r.</param> /// <param name="position">The position.</param> /// <param name="initialState">The initial state.</param> /// <param name="networkID">The network identifier.</param> /// <param name="newGameObject">The new <see cref="GameObject"/>.</param> void ApplyInitialState(TinyNetIdentity tinyNetId, Vector3 position, byte[] initialState, int networkID, GameObject newGameObject, ushort frameTick) { if (!tinyNetId.gameObject.activeSelf) { tinyNetId.gameObject.SetActive(true); } tinyNetId.transform.position = position; tinyNetId.OnNetworkCreate(); if (newGameObject != null) { tinyNetId.ReceiveNetworkID(new TinyNetworkID(networkID)); } if (initialState != null && initialState.Length > 0) { _stateUpdateReader.Clear(); _stateUpdateReader.SetSource(initialState); _stateUpdateReader.SetFrameTick(frameTick); tinyNetId.TinyDeserialize(_stateUpdateReader, true); } // If this is null then this object already existed (already have a networkID and was registered in TinyNetScene), just apply the update to existing object if (newGameObject == null) { return; } newGameObject.SetActive(true); tinyNetId.ReceiveNetworkID(new TinyNetworkID(networkID)); AddTinyNetIdentityToList(tinyNetId); // If the object was spawned as part of the initial replication (s_TineNetObjectSpawnFinishedMessage.state == 0) it will have it's OnStartClient called by OnObjectSpawnFinished. if (_isSpawnFinished) { tinyNetId.OnStartClient(); } }