private static GetString ( string name, string value ) : NetworkIdentityInfo | ||
name | string | |
value | string | |
return | NetworkIdentityInfo |
private void GetNetworkInformation(GameObject gameObject) { this.m_Identity = gameObject.GetComponent <NetworkIdentity>(); if (!((Object)this.m_Identity != (Object)null)) { return; } this.m_Info = new List <NetworkInformationPreview.NetworkIdentityInfo>(); this.m_Info.Add(this.GetAssetId()); this.m_Info.Add(NetworkInformationPreview.GetString("Scene ID", this.m_Identity.sceneId.ToString())); if (!Application.isPlaying) { return; } this.m_Info.Add(NetworkInformationPreview.GetString("Network ID", this.m_Identity.netId.ToString())); this.m_Info.Add(NetworkInformationPreview.GetString("Player Controller ID", this.m_Identity.playerControllerId.ToString())); this.m_Info.Add(NetworkInformationPreview.GetBoolean("Is Client", this.m_Identity.isClient)); this.m_Info.Add(NetworkInformationPreview.GetBoolean("Is Server", this.m_Identity.isServer)); this.m_Info.Add(NetworkInformationPreview.GetBoolean("Has Authority", this.m_Identity.hasAuthority)); this.m_Info.Add(NetworkInformationPreview.GetBoolean("Is Local Player", this.m_Identity.isLocalPlayer)); NetworkBehaviour[] components = gameObject.GetComponents <NetworkBehaviour>(); if (components.Length <= 0) { return; } this.m_Behaviours = new List <NetworkInformationPreview.NetworkBehaviourInfo>(); foreach (NetworkBehaviour networkBehaviour in components) { this.m_Behaviours.Add(new NetworkInformationPreview.NetworkBehaviourInfo() { name = new GUIContent(networkBehaviour.GetType().FullName), behaviour = networkBehaviour }); } }
private NetworkInformationPreview.NetworkIdentityInfo GetAssetId() { string str = this.m_Identity.assetId.ToString(); if (string.IsNullOrEmpty(str)) { str = "<object has no prefab>"; } return(NetworkInformationPreview.GetString("Asset ID", str)); }