static void ApplySpawnPayload(NetworkIdentity uv, Vector3 position, byte[] payload, NetworkInstanceId netId, GameObject newGameObject) { if (!uv.gameObject.activeSelf) { uv.gameObject.SetActive(true); } uv.transform.position = position; if (payload != null && payload.Length > 0) { var payloadReader = new NetworkReader(payload); uv.OnUpdateVars(payloadReader, true); } if (newGameObject == null) { return; } newGameObject.SetActive(true); uv.SetNetworkInstanceId(netId); SetLocalObject(netId, newGameObject); // objects spawned as part of initial state are started on a second pass if (s_IsSpawnFinished) { uv.OnStartClient(); CheckForOwner(uv); } }
static void ApplySpawnPayload(NetworkIdentity identity, SpawnMessage msg) { identity.Reset(); identity.pendingLocalPlayer = msg.isLocalPlayer; identity.assetId = msg.assetId; if (!identity.gameObject.activeSelf) { identity.gameObject.SetActive(true); } // apply local values for VR support identity.transform.localPosition = msg.position; identity.transform.localRotation = msg.rotation; identity.transform.localScale = msg.scale; // deserialize components if any payload // (Count is 0 if there were no components) if (msg.payload.Count > 0) { NetworkReader payloadReader = new NetworkReader(msg.payload); identity.OnUpdateVars(payloadReader, true); } identity.netId = msg.netId; NetworkIdentity.spawned[msg.netId] = identity; // objects spawned as part of initial state are started on a second pass if (isSpawnFinished) { identity.OnStartClient(); CheckForLocalPlayer(identity); } }
static void ApplySpawnPayload(NetworkIdentity identity, Vector3 position, Quaternion rotation, Vector3 scale, byte[] payload, uint netId) { if (!identity.gameObject.activeSelf) { identity.gameObject.SetActive(true); } identity.transform.position = position; identity.transform.rotation = rotation; identity.transform.localScale = scale; if (payload != null && payload.Length > 0) { NetworkReader payloadReader = new NetworkReader(payload); identity.OnUpdateVars(payloadReader, true); } identity.netId = netId; NetworkIdentity.spawned[netId] = identity; // objects spawned as part of initial state are started on a second pass if (s_IsSpawnFinished) { identity.isClient = true; identity.OnStartClient(); CheckForOwner(identity); } }
static void ApplySpawnPayload(NetworkIdentity identity, Vector3 position, Quaternion rotation, Vector3 scale, ArraySegment <byte> payload, uint netId) { if (!identity.gameObject.activeSelf) { identity.gameObject.SetActive(true); } // apply local values for VR support identity.transform.localPosition = position; identity.transform.localRotation = rotation; identity.transform.localScale = scale; // deserialize components if any payload // (Count is 0 if there were no components) if (payload.Count > 0) { NetworkReader payloadReader = new NetworkReader(payload); identity.OnUpdateVars(payloadReader, true); } identity.netId = netId; NetworkIdentity.spawned[netId] = identity; // objects spawned as part of initial state are started on a second pass if (isSpawnFinished) { identity.isClient = true; identity.OnStartClient(); CheckForOwner(identity); } }
static void ApplySpawnPayload(NetworkIdentity identity, SpawnMessage msg) { identity.Reset(); if (msg.assetId != Guid.Empty) { identity.assetId = msg.assetId; } if (!identity.gameObject.activeSelf) { identity.gameObject.SetActive(true); } // apply local values for VR support identity.transform.localPosition = msg.position; identity.transform.localRotation = msg.rotation; identity.transform.localScale = msg.scale; identity.hasAuthority = msg.isOwner; identity.netId = msg.netId; if (msg.isLocalPlayer) { InternalAddPlayer(identity); } // deserialize components if any payload // (Count is 0 if there were no components) if (msg.payload.Count > 0) { using (PooledNetworkReader payloadReader = NetworkReaderPool.GetReader(msg.payload)) { identity.OnUpdateVars(payloadReader, true); } } NetworkIdentity.spawned[msg.netId] = identity; // objects spawned as part of initial state are started on a second pass if (isSpawnFinished) { identity.NotifyAuthority(); identity.OnStartClient(); CheckForLocalPlayer(identity); } }
static void ApplySpawnPayload(NetworkIdentity identity, Vector3 position, byte[] payload, uint netId) { if (!identity.gameObject.activeSelf) { identity.gameObject.SetActive(true); } identity.transform.position = position; if (payload != null && payload.Length > 0) { var payloadReader = new NetworkReader(payload); identity.OnUpdateVars(payloadReader, true); } identity.SetNetworkInstanceId(netId); NetworkIdentity.spawned[netId] = identity; // objects spawned as part of initial state are started on a second pass if (s_IsSpawnFinished) { identity.EnableIsClient(); identity.OnStartClient(); CheckForOwner(identity); } }