Наследование: UnityEngine.Networking.MessageBase
Пример #1
0
 internal static void HideForConnection(NetworkIdentity uv, NetworkConnection conn)
 {
     ObjectDestroyMessage msg = new ObjectDestroyMessage {
         netId = uv.netId
     };
     conn.Send(13, msg);
 }
Пример #2
0
 private void DestroyObject(NetworkIdentity uv)
 {
     if (LogFilter.logDebug)
     Debug.Log((object) ("DestroyObject instance:" + (object) uv.netId));
       if (NetworkServer.objects.ContainsKey(uv.netId))
     NetworkServer.objects.Remove(uv.netId);
       NetworkDetailStats.IncrementStat(NetworkDetailStats.NetworkDirection.Outgoing, (short) 1, uv.assetId.ToString(), 1);
       ObjectDestroyMessage objectDestroyMessage = new ObjectDestroyMessage();
       objectDestroyMessage.netId = uv.netId;
       NetworkServer.SendToObservers(uv.gameObject, (short) 1, (MessageBase) objectDestroyMessage);
       uv.ClearObservers();
       if (NetworkClient.active && NetworkServer.s_LocalClientActive)
       {
     uv.OnNetworkDestroy();
     ClientScene.SetLocalObject(objectDestroyMessage.netId, (GameObject) null);
       }
       UnityEngine.Object.Destroy((UnityEngine.Object) uv.gameObject);
       uv.SetNoServer();
 }
Пример #3
0
 private static void DestroyObject(NetworkIdentity uv, bool destroyServerObject)
 {
     if (LogFilter.logDebug)
     {
         Debug.Log("DestroyObject instance:" + uv.netId);
     }
     if (objects.ContainsKey(uv.netId))
     {
         objects.Remove(uv.netId);
     }
     if (uv.clientAuthorityOwner != null)
     {
         uv.clientAuthorityOwner.RemoveOwnedObject(uv);
     }
     NetworkDetailStats.IncrementStat(NetworkDetailStats.NetworkDirection.Outgoing, 1, uv.assetId.ToString(), 1);
     ObjectDestroyMessage msg = new ObjectDestroyMessage {
         netId = uv.netId
     };
     SendToObservers(uv.gameObject, 1, msg);
     uv.ClearObservers();
     if (NetworkClient.active && instance.m_LocalClientActive)
     {
         uv.OnNetworkDestroy();
         ClientScene.SetLocalObject(msg.netId, null);
     }
     if (destroyServerObject)
     {
         UnityEngine.Object.Destroy(uv.gameObject);
     }
     uv.Reset();
 }