internal static void UpdateScene()
{
if (((singleton == null) && (s_PendingSingleton != null)) && s_DomainReload)
{
if (LogFilter.logWarn)
{
Debug.LogWarning("NetworkManager detected a script reload in the editor. This has caused the network to be shut down.");
}
s_DomainReload = false;
s_PendingSingleton.InitializeSingleton();
NetworkIdentity[] identityArray = UnityEngine.Object.FindObjectsOfType<NetworkIdentity>();
foreach (NetworkIdentity identity in identityArray)
{
UnityEngine.Object.Destroy(identity.gameObject);
}
singleton.StopHost();
NetworkTransport.Shutdown();
}
if (((singleton != null) && (s_LoadingSceneAsync != null)) && s_LoadingSceneAsync.isDone)
{
if (LogFilter.logDebug)
{
Debug.Log("ClientChangeScene done readyCon:" + s_ClientReadyConnection);
}
singleton.FinishLoadScene();
s_LoadingSceneAsync.allowSceneActivation = true;
s_LoadingSceneAsync = null;
}
}