public override void NetworkCreateObject(NetWorker networker, int identity, uint id, FrameStream frame, Action <NetworkObject> callback) { if (networker.IsServer) { if (frame.Sender != null && frame.Sender != networker.Me) { if (!ValidateCreateRequest(networker, identity, id, frame)) { return; } } } bool availableCallback = false; NetworkObject obj = null; MainThreadManager.Run(() => { switch (identity) { case AetherNetworkObject.IDENTITY: availableCallback = true; obj = new AetherNetworkObject(networker, id, frame); break; case ChatManagerNetworkObject.IDENTITY: availableCallback = true; obj = new ChatManagerNetworkObject(networker, id, frame); break; case CubeForgeGameNetworkObject.IDENTITY: availableCallback = true; obj = new CubeForgeGameNetworkObject(networker, id, frame); break; case DamageNetworkObject.IDENTITY: availableCallback = true; obj = new DamageNetworkObject(networker, id, frame); break; case ExampleProximityPlayerNetworkObject.IDENTITY: availableCallback = true; obj = new ExampleProximityPlayerNetworkObject(networker, id, frame); break; case LobbyPlayerNetworkObject.IDENTITY: availableCallback = true; obj = new LobbyPlayerNetworkObject(networker, id, frame); break; case LobbySystemNetworkObject.IDENTITY: availableCallback = true; obj = new LobbySystemNetworkObject(networker, id, frame); break; case MonsterAttackNetworkObject.IDENTITY: availableCallback = true; obj = new MonsterAttackNetworkObject(networker, id, frame); break; case MonsterObjectNetworkObject.IDENTITY: availableCallback = true; obj = new MonsterObjectNetworkObject(networker, id, frame); break; case NetworkCameraNetworkObject.IDENTITY: availableCallback = true; obj = new NetworkCameraNetworkObject(networker, id, frame); break; case PlayerNetworkManagerNetworkObject.IDENTITY: availableCallback = true; obj = new PlayerNetworkManagerNetworkObject(networker, id, frame); break; case PlayerNetworkObject.IDENTITY: availableCallback = true; obj = new PlayerNetworkObject(networker, id, frame); break; case SkillsNetworkObject.IDENTITY: availableCallback = true; obj = new SkillsNetworkObject(networker, id, frame); break; case SwordSlashNetworkObject.IDENTITY: availableCallback = true; obj = new SwordSlashNetworkObject(networker, id, frame); break; case TestNetworkObject.IDENTITY: availableCallback = true; obj = new TestNetworkObject(networker, id, frame); break; case TowerNetworkObject.IDENTITY: availableCallback = true; obj = new TowerNetworkObject(networker, id, frame); break; } if (!availableCallback) { base.NetworkCreateObject(networker, identity, id, frame, callback); } else if (callback != null) { callback(obj); } }); }
public override void Initialize(NetworkObject obj) { // We have already initialized this object if (networkObject != null && networkObject.AttachedBehavior != null) { return; } networkObject = (SkillsNetworkObject)obj; networkObject.AttachedBehavior = this; base.SetupHelperRpcs(networkObject); networkObject.onDestroy += DestroyGameObject; if (!obj.IsOwner) { if (!skipAttachIds.ContainsKey(obj.NetworkId)) { uint newId = obj.NetworkId + 1; ProcessOthers(gameObject.transform, ref newId); } else { skipAttachIds.Remove(obj.NetworkId); } } if (obj.Metadata != null) { byte transformFlags = obj.Metadata[0]; if (transformFlags != 0) { BMSByte metadataTransform = new BMSByte(); metadataTransform.Clone(obj.Metadata); metadataTransform.MoveStartIndex(1); bool changePos = (transformFlags & 0x01) != 0; bool changeRotation = (transformFlags & 0x02) != 0; if (changePos || changeRotation) { MainThreadManager.Run(() => { if (changePos) { transform.position = ObjectMapper.Instance.Map <Vector3>(metadataTransform); } if (changeRotation) { transform.rotation = ObjectMapper.Instance.Map <Quaternion>(metadataTransform); } }); } } } MainThreadManager.Run(() => { gameObject.SetActive(true); NetworkStart(); networkObject.Networker.FlushCreateActions(networkObject); }); }