Reset() private method

private Reset ( ) : void
return void
コード例 #1
0
        static void OnSpawnSceneObject(NetworkMessage netMsg)
        {
            SpawnSceneObjectMessage msg = new SpawnSceneObjectMessage();

            netMsg.ReadMessage(msg);

            if (LogFilter.logDebug)
            {
                Debug.Log("Client spawn scene handler instantiating [netId:" + msg.netId + " sceneId:" + msg.sceneId + " pos:" + msg.position);
            }


#if UNITY_EDITOR
            UnityEditor.NetworkDetailStats.IncrementStat(
                UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
                (short)MsgType.SpawnSceneObject, "sceneId", 1);
#endif

            NetworkIdentity localNetworkIdentity;
            if (s_NetworkScene.GetNetworkIdentity(msg.netId, out localNetworkIdentity))
            {
                // this object already exists (was in the scene)
                localNetworkIdentity.Reset();
                ApplySpawnPayload(localNetworkIdentity, msg.position, msg.payload, msg.netId, localNetworkIdentity.gameObject);
                return;
            }

            NetworkIdentity spawnedId = SpawnSceneObject(msg.sceneId);
            if (spawnedId == null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("Spawn scene object not found for " + msg.sceneId + " SpawnableObjects.Count=" + s_SpawnableObjects.Count);
                    // dump the whole spawnable objects dict for easier debugging
                    foreach (var kvp in s_SpawnableObjects)
                    {
                        Debug.Log("Spawnable: SceneId=" + kvp.Key + " name=" + kvp.Value.name);
                    }
                }
                return;
            }

            if (LogFilter.logDebug)
            {
                Debug.Log("Client spawn for [netId:" + msg.netId + "] [sceneId:" + msg.sceneId + "] obj:" + spawnedId.gameObject.name);
            }
            spawnedId.Reset();
            ApplySpawnPayload(spawnedId, msg.position, msg.payload, msg.netId, spawnedId.gameObject);
        }
コード例 #2
0
 internal void DestroyAllClientObjects()
 {
     foreach (NetworkInstanceId id in this.m_LocalObjects.Keys)
     {
         NetworkIdentity identity = this.m_LocalObjects[id];
         if (((identity != null) && (identity.gameObject != null)) && !InvokeUnSpawnHandler(identity.assetId, identity.gameObject))
         {
             if (identity.sceneId.IsEmpty())
             {
                 UnityEngine.Object.Destroy(identity.gameObject);
             }
             else
             {
                 identity.Reset();
                 identity.gameObject.SetActive(false);
             }
         }
     }
     this.ClearLocalObjects();
 }
コード例 #3
0
 private static void DestroyObject(NetworkIdentity uv, bool destroyServerObject)
 {
     if (LogFilter.logDebug)
     {
         Debug.Log("DestroyObject instance:" + uv.netId);
     }
     if (objects.ContainsKey(uv.netId))
     {
         objects.Remove(uv.netId);
     }
     if (uv.clientAuthorityOwner != null)
     {
         uv.clientAuthorityOwner.RemoveOwnedObject(uv);
     }
     NetworkDetailStats.IncrementStat(NetworkDetailStats.NetworkDirection.Outgoing, 1, uv.assetId.ToString(), 1);
     ObjectDestroyMessage msg = new ObjectDestroyMessage {
         netId = uv.netId
     };
     SendToObservers(uv.gameObject, 1, msg);
     uv.ClearObservers();
     if (NetworkClient.active && instance.m_LocalClientActive)
     {
         uv.OnNetworkDestroy();
         ClientScene.SetLocalObject(msg.netId, null);
     }
     if (destroyServerObject)
     {
         UnityEngine.Object.Destroy(uv.gameObject);
     }
     uv.Reset();
 }