UnAllocateViewID() публичный статический Метод

Unregister a viewID (of manually instantiated and destroyed networked objects).
public static UnAllocateViewID ( int viewID ) : void
viewID int A viewID manually allocated by this player.
Результат void
Пример #1
0
        private void HandleLocalDestroyLogic(GameObject go)
        {
            if (go != null)
            {
                for (int i = 0; i < go.transform.childCount; i++)
                {
                    HandleLocalDestroyLogic(go.transform.GetChild(i).gameObject);
                }

                PhotonView view = go.GetComponent <PhotonView>();
                if (view != null)
                {
                    // Clear up the local view and delete it from the registration list
                    //PhotonNetwork.networkingPeer.LocalCleanPhotonView(view);

                    view.removedFromLocalViewList = true;
                    int viewID = view.viewID;
                    PhotonNetwork.networkingPeer.photonViewList.Remove(viewID);
                    PhotonNetwork.UnAllocateViewID(viewID);
                }

                GameObject.Destroy(go);

                RegisterObjectDeletion(go, go.name);
            }
        }
Пример #2
0
    public IEnumerator DestroyRpc()
    {
        GameObject.Destroy(this.gameObject);
        yield return(0); // if you allow 1 frame to pass, the object's OnDestroy() method gets called and cleans up references.

        PhotonNetwork.UnAllocateViewID(this.photonView.viewID);
    }
Пример #3
0
    public IEnumerator DestroyRpc()
    {
        Object.Destroy(base.gameObject);
        yield return(0);

        PhotonNetwork.UnAllocateViewID(base.photonView.viewID);
        yield break;
    }
Пример #4
0
        public static IEnumerator UnallocateEnemyID(int viewID)
        {
            yield return(null);

            PhotonNetwork.UnAllocateViewID(viewID);

            yield break;
        }
Пример #5
0
    // Token: 0x0600BEA5 RID: 48805 RVA: 0x0045893C File Offset: 0x00456B3C
    public IEnumerator GPONFOHFAAJ()
    {
        UnityEngine.Object.Destroy(base.gameObject);
        yield return(0);

        PhotonNetwork.UnAllocateViewID(base.photonView.viewID);
        yield break;
    }
 private static void UnallocatePhotonViewIds()
 {
     foreach (int allocatedId in m_AllocatedPhotonViewIds)
     {
         PhotonNetwork.UnAllocateViewID(allocatedId);
     }
     m_AllocatedPhotonViewIds.Clear();
 }
Пример #7
0
 public void Clear()
 {
     // OK trash em all!
     foreach (int viewId in viewIdsToUnallocate)
     {
         PhotonNetwork.UnAllocateViewID(viewId);
     }
     viewIdsToUnallocate.Clear();
 }
Пример #8
0
 public void ResetViewID(int index)
 {
     if (PhotonView.Find(index + 2))
     {
         PhotonView.Find(index + 2).OnDestroy();
         PhotonNetwork.UnAllocateViewID(index + 2);
         //PlayerListings[index].photonView.view
         print("ViewID : " + PhotonView.Find(index + 2));
     }
 }
    public IEnumerator DestroyUnit(int x, int y)
    {
        GameObject unit = ObjectManager.Instance.ObjectGrid[x, y];

        ObjectManager.Instance.ObjectGrid[x, y] = null;

        if (unit.GetComponent <Unit>().playerID == 1)
        {
            ObjectManager.Instance.PlayerOneUnits.Remove(unit);
        }
        else
        {
            ObjectManager.Instance.PlayerTwoUnits.Remove(unit);
        }

        GameObject.Destroy(this.gameObject);
        yield return(0); // if you allow 1 frame to pass, the object's OnDestroy() method gets called and cleans up references.

        PhotonNetwork.UnAllocateViewID(this.photonView.viewID);
    }
Пример #10
0
    public static IEnumerator DestroyAndUnallocateViewId(GameObject i_Go)
    {
        if (i_Go != null)
        {
            bool isMine = false;
            int  viewId = 0;

            PhotonView photonView = i_Go.GetComponent <PhotonView>();
            if (photonView != null)
            {
                isMine = photonView.isMine;
                viewId = photonView.viewID;
                if (isMine)
                {
                    GameObject.Destroy(i_Go);

                    yield return(null);

                    PhotonNetwork.UnAllocateViewID(viewId);
                }
            }
        }
    }
Пример #11
0
 public void DestroyRpc()
 {
     UnityEngine.Object.Destroy(base.gameObject);
     PhotonNetwork.UnAllocateViewID(base.photonView.viewID);
 }
Пример #12
0
 public void DestroyRpc()
 {
     GameObject.Destroy(this.gameObject);
     PhotonNetwork.UnAllocateViewID(this.photonView.viewID);
 }
Пример #13
0
 protected virtual void OnDestroy()
 {
     PhotonNetwork.RemoveRPCs(info.view);
     PhotonNetwork.RemoveRPCs(info.owner);
     PhotonNetwork.UnAllocateViewID(info.view.viewID);
 }
Пример #14
0
 public void DestroyRpc()
 {
     Destroy(gameObject);
     PhotonNetwork.UnAllocateViewID(photonView.viewID);
 }