RemoveLocalObject() private method

private RemoveLocalObject ( NetworkInstanceId netId ) : bool
netId NetworkInstanceId
return bool
コード例 #1
0
 private static void OnObjectDestroy(NetworkMessage netMsg)
 {
     netMsg.ReadMessage(s_ObjectDestroyMessage);
     if (LogFilter.logDebug)
     {
         Debug.Log("ClientScene::OnObjDestroy netId:" + s_ObjectDestroyMessage.netId);
     }
     if (s_NetworkScene.GetNetworkIdentity(s_ObjectDestroyMessage.netId, out NetworkIdentity uv))
     {
         uv.OnNetworkDestroy();
         if (!NetworkScene.InvokeUnSpawnHandler(uv.assetId, uv.gameObject))
         {
             if (uv.sceneId.IsEmpty())
             {
                 Object.Destroy(uv.gameObject);
             }
             else
             {
                 uv.gameObject.SetActive(value: false);
                 s_SpawnableObjects[uv.sceneId] = uv;
             }
         }
         s_NetworkScene.RemoveLocalObject(s_ObjectDestroyMessage.netId);
     }
     else if (LogFilter.logDebug)
     {
         Debug.LogWarning("Did not find target for destroy message for " + s_ObjectDestroyMessage.netId);
     }
 }
コード例 #2
0
 private static void OnLocalClientObjectDestroy(NetworkMessage netMsg)
 {
     netMsg.ReadMessage <ObjectDestroyMessage>(s_ObjectDestroyMessage);
     if (LogFilter.logDebug)
     {
         Debug.Log("ClientScene::OnLocalObjectObjDestroy netId:" + s_ObjectDestroyMessage.netId);
     }
     s_NetworkScene.RemoveLocalObject(s_ObjectDestroyMessage.netId);
 }
コード例 #3
0
        static void OnObjectDestroy(NetworkMessage netMsg)
        {
            ObjectDestroyMessage msg = new ObjectDestroyMessage();

            netMsg.ReadMessage(msg);
            if (LogFilter.logDebug)
            {
                Debug.Log("ClientScene::OnObjDestroy netId:" + msg.netId);
            }

            NetworkIdentity localObject;

            if (s_NetworkScene.GetNetworkIdentity(msg.netId, out localObject))
            {
#if UNITY_EDITOR
                UnityEditor.NetworkDetailStats.IncrementStat(
                    UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
                    (short)MsgType.ObjectDestroy, GetStringForAssetId(localObject.assetId), 1);
#endif
                localObject.OnNetworkDestroy();

                if (!NetworkScene.InvokeUnSpawnHandler(localObject.assetId, localObject.gameObject))
                {
                    // default handling
                    if (localObject.sceneId.IsEmpty())
                    {
                        Object.Destroy(localObject.gameObject);
                    }
                    else
                    {
                        // scene object.. disable it in scene instead of destroying
                        localObject.gameObject.SetActive(false);
                        s_SpawnableObjects[localObject.sceneId] = localObject;
                    }
                }
                s_NetworkScene.RemoveLocalObject(msg.netId);
                localObject.MarkForReset();
            }
            else
            {
                if (LogFilter.logDebug)
                {
                    Debug.LogWarning("Did not find target for destroy message for " + msg.netId);
                }
            }
        }