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fix: remove unused events (#334)
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* remove unused code

* remove duplicate event
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uweeby committed Aug 7, 2020
1 parent e873ab5 commit c20f6de
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Showing 2 changed files with 0 additions and 4 deletions.
2 changes: 0 additions & 2 deletions Assets/Mirror/Runtime/NetworkClient.cs
Original file line number Diff line number Diff line change
Expand Up @@ -39,8 +39,6 @@ public class NetworkClient : MonoBehaviour, INetworkClient
internal readonly Dictionary<Guid, UnSpawnDelegate> unspawnHandlers = new Dictionary<Guid, UnSpawnDelegate>();
internal readonly Dictionary<uint, NetworkIdentity> spawned = new Dictionary<uint, NetworkIdentity>();

[Serializable] public class ClientSceneChangeEvent : UnityEvent<string, SceneOperation, bool> { }

/// <summary>
/// Event fires once the Client has connected its Server.
/// </summary>
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2 changes: 0 additions & 2 deletions Assets/Mirror/Runtime/NetworkServer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -25,8 +25,6 @@ public class NetworkServer : MonoBehaviour, INetworkServer

bool initialized;

[Serializable] public class NetworkConnectionEvent : UnityEvent<INetworkConnection> { }

/// <summary>
/// The maximum number of concurrent network connections to support.
/// <para>This effects the memory usage of the network layer.</para>
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