UnityEngine.Networking.ClientScene.CheckForOwner C# (CSharp) Method

CheckForOwner() private static method

private static CheckForOwner ( NetworkIdentity uv ) : void
uv NetworkIdentity
return void
        private static void CheckForOwner(NetworkIdentity uv)
        {
            for (int i = 0; i < s_PendingOwnerIds.Count; i++)
            {
                PendingOwner owner = s_PendingOwnerIds[i];
                if (owner.netId == uv.netId)
                {
                    uv.SetConnectionToServer(s_ReadyConnection);
                    uv.SetLocalPlayer(owner.playerControllerId);
                    if (LogFilter.logDev)
                    {
                        Debug.Log("ClientScene::OnOwnerMessage - player=" + uv.gameObject.name);
                    }
                    if (s_ReadyConnection.connectionId < 0)
                    {
                        if (LogFilter.logError)
                        {
                            Debug.LogError("Owner message received on a local client.");
                        }
                    }
                    else
                    {
                        InternalAddPlayer(uv, owner.playerControllerId);
                        s_PendingOwnerIds.RemoveAt(i);
                    }
                    break;
                }
            }
        }

Usage Example

コード例 #1
0
 private static void ApplySpawnPayload(NetworkIdentity uv, Vector3 position, byte[] payload, NetworkInstanceId netId, GameObject newGameObject)
 {
     if (!uv.gameObject.activeSelf)
     {
         uv.gameObject.SetActive(true);
     }
     uv.transform.position = position;
     if (payload != null && payload.Length > 0)
     {
         NetworkReader reader = new NetworkReader(payload);
         uv.OnUpdateVars(reader, true);
     }
     if ((Object)newGameObject == (Object)null)
     {
         return;
     }
     newGameObject.SetActive(true);
     uv.SetNetworkInstanceId(netId);
     ClientScene.SetLocalObject(netId, newGameObject);
     if (!ClientScene.s_IsSpawnFinished)
     {
         return;
     }
     uv.OnStartClient();
     ClientScene.CheckForOwner(uv);
 }
All Usage Examples Of UnityEngine.Networking.ClientScene::CheckForOwner