internal void OnFinishedInstantiate(Player player) { //get the player up to speed SendBuffer(player); try { FinishedInstantiation?.Invoke(player); } catch (Exception e) { Debug.LogException(e); } }
internal void OnFinishedInstantiate(Player player) { //get the player up to speed SendBuffer(player); try { FinishedInstantiation?.Invoke(player); } catch (Exception e) { Debug.LogException(e); } if (MoreInstantiates != null) { var msg = Room.RoomGetMessage(4 + MoreInstantiates.AllocSize); msg.Write(RpcUtils.GetHeader(ReliabilityMode.Ordered, BroadcastMode.Server, MsgType.Internal)); msg.Write(RandPRpcs.InstantiatePlus); Id.OnSerialize(msg); MoreInstantiates.OnSerialize(msg); Room.SendToPlayer(player, msg, ReliabilityMode.Ordered); } }