Skip to content

Commit

Permalink
feat: making RegisterPrefabs public
Browse files Browse the repository at this point in the history
allows users to register multiple prefabs at the same time if they want to
  • Loading branch information
James-Frowen committed Feb 2, 2023
1 parent 4ab1dca commit 77c8a48
Showing 1 changed file with 7 additions and 3 deletions.
10 changes: 7 additions & 3 deletions Assets/Mirage/Runtime/ClientObjectManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -112,8 +112,8 @@ private void ValidatePrefabs(IEnumerable<NetworkIdentity> prefabs)
private void OnClientConnected(INetworkPlayer player)
{
_syncVarReceiver = new SyncVarReceiver(Client, Client.World);
RegisterSpawnPrefabs(spawnPrefabs);
RegisterSpawnPrefabs(NetworkPrefabs?.Prefabs);
RegisterPrefabs(spawnPrefabs);
RegisterPrefabs(NetworkPrefabs?.Prefabs);

// prepare objects right away so objects in first scene can be spawned
// if user changes scenes without NetworkSceneManager then they will need to manually call it again
Expand Down Expand Up @@ -203,7 +203,11 @@ public void PrepareToSpawnSceneObjects()
}

#region Spawn Prefabs and handlers
private void RegisterSpawnPrefabs(IEnumerable<NetworkIdentity> prefabs)
/// <summary>
/// Calls <see cref="RegisterPrefab(NetworkIdentity)"/> on each object in the <paramref name="prefabs"/> collection
/// </summary>
/// <param name="prefabs"></param>
public void RegisterPrefabs(IEnumerable<NetworkIdentity> prefabs)
{
if (prefabs == null)
return;
Expand Down

0 comments on commit 77c8a48

Please sign in to comment.