Information about a change in authority of a non-player in the same network game.

Наследование: UnityEngine.Networking.MessageBase
 internal void AssignAuthorityCallback(NetworkConnection conn, NetworkIdentity uv, bool authorityState)
 {
     PeerAuthorityMessage msg = new PeerAuthorityMessage {
         connectionId = conn.connectionId,
         netId = uv.netId,
         authorityState = authorityState
     };
     if (LogFilter.logDebug)
     {
         Debug.Log("AssignAuthorityCallback send for netId" + uv.netId);
     }
     for (int i = 0; i < NetworkServer.connections.Count; i++)
     {
         NetworkConnection connection = NetworkServer.connections[i];
         if (connection != null)
         {
             connection.Send(0x12, msg);
         }
     }
 }
 internal void AssignAuthorityCallback(NetworkConnection conn, NetworkIdentity uv, bool authorityState)
 {
   PeerAuthorityMessage authorityMessage = new PeerAuthorityMessage();
   authorityMessage.connectionId = conn.connectionId;
   authorityMessage.netId = uv.netId;
   authorityMessage.authorityState = authorityState;
   if (LogFilter.logDebug)
     Debug.Log((object) ("AssignAuthorityCallback send for netId" + (object) uv.netId));
   for (int index = 0; index < NetworkServer.connections.Count; ++index)
   {
     NetworkConnection connection = NetworkServer.connections[index];
     if (connection != null)
       connection.Send((short) 17, (MessageBase) authorityMessage);
   }
 }