UnityEngine.Networking.NetworkTransform.OnDeserialize C# (CSharp) Method

OnDeserialize() public method

public OnDeserialize ( NetworkReader reader, bool initialState ) : void
reader NetworkReader
initialState bool
return void
        public override void OnDeserialize(NetworkReader reader, bool initialState)
        {
            if ((!base.isServer || !NetworkServer.localClientActive) && (initialState || (reader.ReadPackedUInt32() != 0)))
            {
                switch (this.transformSyncMode)
                {
                    case TransformSyncMode.SyncNone:
                        return;

                    case TransformSyncMode.SyncTransform:
                        this.UnserializeModeTransform(reader, initialState);
                        break;

                    case TransformSyncMode.SyncRigidbody2D:
                        this.UnserializeMode2D(reader, initialState);
                        break;

                    case TransformSyncMode.SyncRigidbody3D:
                        this.UnserializeMode3D(reader, initialState);
                        break;

                    case TransformSyncMode.SyncCharacterController:
                        this.UnserializeModeCharacterController(reader, initialState);
                        break;
                }
                this.m_LastClientSyncTime = Time.time;
            }
        }