public void spawn(FactionCountry factionCountry, PlayerClass playerClass) { int currentRoundIdentifier = instant.serverGameManager.CurrentRoundIdentifier; SpawnSectionCriteria spawnSectionCriteria = ComponentReferenceManager.genericObjectPools.spawnSectionCriteria.Obtain(); spawnSectionCriteria.Faction = factionCountry; dfList <SpawnSection> dfList = instant.serverSpawnSectionManager.QuerySpawnSections(spawnSectionCriteria, false); ComponentReferenceManager.genericObjectPools.spawnSectionCriteria.Release(spawnSectionCriteria); if (dfList.Count == 0) { dfList.Release(); return; } int sectionIdentifier = dfList[0].sectionIdentifier; dfList.Release(); int characterHeadIdentifier = 1; CharacterVoiceIdentifier characterVoiceIdentifier = getDefaultVoice(factionCountry); ClientChosenSpawnSettings spawnSettings = new ClientChosenSpawnSettings { RoundIdentifier = currentRoundIdentifier, CharacterVoiceIdentifier = characterVoiceIdentifier, CharacterHeadIdentifier = characterHeadIdentifier, Faction = factionCountry, ClassType = playerClass, SpawnSectionID = sectionIdentifier }; instant.serverGameManager.QueueClientChosenSpawnSettings(networkPlayer, spawnSettings, false); }
public override void Release() { if (!inUse) { return; } inUse = false; this.Reset(); if (this.tokens != null) { this.tokens.Release(); this.tokens = null; } if (lines != null) { lines.ReleaseItems(); lines.Release(); lines = null; } this.BottomColor = (Color32?)null; objectPool.Enqueue(this); }
public override void Release() { this.Reset(); this.tokens = null; if (lines != null) { lines.Release(); lines = null; } LineRenderInfo.ResetPool(); this.BottomColor = (Color32?)null; objectPool.Enqueue(this); }
private void releaseMarkupReferences() { this.mouseDownTag = null; if (viewportBox != null) { viewportBox.Release(); } if (elements != null) { for (int i = 0; i < elements.Count; i++) { elements[i].Release(); } elements.Release(); } }