UnityEngine.Networking.NetworkIdentity.ClearObservers C# (CSharp) Method

ClearObservers() private method

private ClearObservers ( ) : void
return void
        internal void ClearObservers()
        {
            if (this.m_Observers != null)
            {
                int count = this.m_Observers.Count;
                for (int i = 0; i < count; i++)
                {
                    this.m_Observers[i].RemoveFromVisList(this, true);
                }
                this.m_Observers.Clear();
                this.m_ObserverConnections.Clear();
            }
        }

Usage Example

コード例 #1
0
 private void DestroyObject(NetworkIdentity uv)
 {
     if (LogFilter.logDebug)
     Debug.Log((object) ("DestroyObject instance:" + (object) uv.netId));
       if (NetworkServer.objects.ContainsKey(uv.netId))
     NetworkServer.objects.Remove(uv.netId);
       NetworkDetailStats.IncrementStat(NetworkDetailStats.NetworkDirection.Outgoing, (short) 1, uv.assetId.ToString(), 1);
       ObjectDestroyMessage objectDestroyMessage = new ObjectDestroyMessage();
       objectDestroyMessage.netId = uv.netId;
       NetworkServer.SendToObservers(uv.gameObject, (short) 1, (MessageBase) objectDestroyMessage);
       uv.ClearObservers();
       if (NetworkClient.active && NetworkServer.s_LocalClientActive)
       {
     uv.OnNetworkDestroy();
     ClientScene.SetLocalObject(objectDestroyMessage.netId, (GameObject) null);
       }
       UnityEngine.Object.Destroy((UnityEngine.Object) uv.gameObject);
       uv.SetNoServer();
 }
All Usage Examples Of UnityEngine.Networking.NetworkIdentity::ClearObservers