public bool SendUnreliable(short msgType, MessageBase msg)
{
if (m_Connection != null)
{
if (m_AsyncConnect != ConnectState.Connected)
{
if (LogFilter.logError)
{
Debug.LogError("NetworkClient SendUnreliable when not connected to a server");
}
return(false);
}
#if UNITY_EDITOR
UnityEditor.NetworkDetailStats.IncrementStat(
UnityEditor.NetworkDetailStats.NetworkDirection.Outgoing,
MsgType.UserMessage, msgType.ToString() + ":" + msg.GetType().Name, 1);
#endif
return(m_Connection.SendUnreliable(msgType, msg));
}
if (LogFilter.logError)
{
Debug.LogError("NetworkClient SendUnreliable with no connection");
}
return(false);
}