protected void SetupServerBehavior() { // Make the network object on the client and make sure that the server creates it too serverBehavior = new RPCBehavior(); serverBehavior.Initialize(server); serverObj = serverBehavior.networkObject; WaitFor(() => { return(clientObj != null); }); clientBehavior = new RPCBehavior(); clientBehavior.Initialize(clientObj); if (otherClient == null) { WaitFor(() => { return(client.NetworkObjects.Count == 1 && server.NetworkObjects.Count == 1); }); return; } WaitFor(() => { return(otherClientObj != null); }); otherClientBehavior = new RPCBehavior(); otherClientBehavior.Initialize(otherClientObj); WaitFor(() => { return(client.NetworkObjects.Count == 1 && otherClient.NetworkObjects.Count == 1 && server.NetworkObjects.Count == 1); }); }
protected void Destroy(TestNetworkObject obj) { obj.Destroy(); // Make sure that the object was destroyed on the server and the client if (otherClient == null) { WaitFor(() => { return(server.NetworkObjectList.Count == 0 && client.NetworkObjectList.Count == 0); }); } else { WaitFor(() => { return(server.NetworkObjectList.Count == 0 && client.NetworkObjectList.Count == 0 && otherClient.NetworkObjectList.Count == 0); }); } serverBehavior = null; clientBehavior = null; otherClientBehavior = null; serverObj = null; clientObj = null; otherClientObj = null; }