internal void DestroyAllClientObjects()
{
foreach (NetworkInstanceId id in this.m_LocalObjects.Keys)
{
NetworkIdentity identity = this.m_LocalObjects[id];
if ((identity != null) && (identity.gameObject != null))
{
if (identity.sceneId.IsEmpty())
{
UnityEngine.Object.Destroy(identity.gameObject);
}
else
{
identity.Reset();
identity.gameObject.SetActive(false);
}
}
}
this.ClearLocalObjects();
}