internal static void PrepareToSpawnSceneObjects()
{
s_SpawnableObjects = new Dictionary<NetworkSceneId, NetworkIdentity>();
foreach (NetworkIdentity identity in UnityEngine.Resources.FindObjectsOfTypeAll<NetworkIdentity>())
{
if ((!identity.gameObject.activeSelf && (identity.gameObject.hideFlags != HideFlags.NotEditable)) && ((identity.gameObject.hideFlags != HideFlags.HideAndDontSave) && !identity.sceneId.IsEmpty()))
{
s_SpawnableObjects[identity.sceneId] = identity;
if (LogFilter.logDebug)
{
Debug.Log("ClientScene::PrepareSpawnObjects sceneId:" + identity.sceneId);
}
}
}
}