public override void Deserialize(NetworkReader reader) { this.netId = reader.ReadNetworkId(); this.sceneId = reader.ReadSceneId(); this.position = reader.ReadVector3(); this.payload = reader.ReadBytesAndSize(); }
internal static NetworkIdentity SpawnSceneObject(NetworkSceneId sceneId) { if (s_SpawnableObjects.ContainsKey(sceneId)) { NetworkIdentity foundId = s_SpawnableObjects[sceneId]; s_SpawnableObjects.Remove(sceneId); return(foundId); } return(null); }
internal static NetworkIdentity SpawnSceneObject(NetworkSceneId sceneId) { if (ClientScene.s_SpawnableObjects.ContainsKey(sceneId)) { NetworkIdentity result = ClientScene.s_SpawnableObjects[sceneId]; ClientScene.s_SpawnableObjects.Remove(sceneId); return(result); } return(null); }
internal static NetworkIdentity SpawnSceneObject(NetworkSceneId sceneId) { if (!ClientScene.s_SpawnableObjects.ContainsKey(sceneId)) { return((NetworkIdentity)null); } NetworkIdentity spawnableObject = ClientScene.s_SpawnableObjects[sceneId]; ClientScene.s_SpawnableObjects.Remove(sceneId); return(spawnableObject); }
public void Write(NetworkSceneId value) { WritePackedUInt32(value.Value); }
// only used when fixing duplicate scene IDs duing post-processing public void ForceSceneId(int newSceneId) { m_SceneId = new NetworkSceneId((uint)newSceneId); }
public void Write(NetworkSceneId value) { this.WritePackedUInt32(value.Value); }
/// <summary> /// /// <para> /// Force the scene ID to a specific value. /// </para> /// /// </summary> /// <param name="sceneId">The new scene ID.</param> public void ForceSceneId(int sceneId) { this.m_SceneId = new NetworkSceneId((uint) sceneId); }
internal static NetworkIdentity SpawnSceneObject(NetworkSceneId sceneId) { if (!ClientScene.s_SpawnableObjects.ContainsKey(sceneId)) return (NetworkIdentity) null; NetworkIdentity spawnableObject = ClientScene.s_SpawnableObjects[sceneId]; ClientScene.s_SpawnableObjects.Remove(sceneId); return spawnableObject; }
internal static NetworkIdentity SpawnSceneObject(NetworkSceneId sceneId) { if (s_SpawnableObjects.ContainsKey(sceneId)) { NetworkIdentity identity = s_SpawnableObjects[sceneId]; s_SpawnableObjects.Remove(sceneId); return identity; } return null; }