com.unity.netcode.gameobjects@2.0.0-exp.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
This commit is contained in:
@@ -31,6 +31,43 @@ namespace Unity.Netcode.Editor.CodeGen
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private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
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public void AddWrappedType(TypeReference wrappedType)
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{
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if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
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{
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m_WrappedNetworkVariableTypes.Add(wrappedType);
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var resolved = wrappedType.Resolve();
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if (resolved != null)
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{
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if (resolved.FullName == "System.Collections.Generic.List`1")
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{
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
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}
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if (resolved.FullName == "System.Collections.Generic.HashSet`1")
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{
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
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}
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else if (resolved.FullName == "System.Collections.Generic.Dictionary`2")
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{
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[1]);
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}
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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else if (resolved.FullName == "Unity.Collections.NativeHashSet`1")
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{
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
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}
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else if (resolved.FullName == "Unity.Collections.NativeHashMap`2")
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{
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[0]);
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AddWrappedType(((GenericInstanceType)wrappedType).GenericArguments[1]);
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}
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#endif
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}
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}
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}
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public override ILPostProcessResult Process(ICompiledAssembly compiledAssembly)
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{
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if (!WillProcess(compiledAssembly))
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@@ -87,10 +124,7 @@ namespace Unity.Netcode.Editor.CodeGen
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if (attribute.AttributeType.Name == nameof(GenerateSerializationForTypeAttribute))
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{
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var wrappedType = mainModule.ImportReference((TypeReference)attribute.ConstructorArguments[0].Value);
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if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
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{
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m_WrappedNetworkVariableTypes.Add(wrappedType);
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}
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AddWrappedType(wrappedType);
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}
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}
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@@ -101,10 +135,7 @@ namespace Unity.Netcode.Editor.CodeGen
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if (attribute.AttributeType.Name == nameof(GenerateSerializationForTypeAttribute))
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{
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var wrappedType = mainModule.ImportReference((TypeReference)attribute.ConstructorArguments[0].Value);
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if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
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{
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m_WrappedNetworkVariableTypes.Add(wrappedType);
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}
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AddWrappedType(wrappedType);
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}
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}
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}
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@@ -241,6 +272,36 @@ namespace Unity.Netcode.Editor.CodeGen
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serializeMethod?.GenericArguments.Add(wrappedType);
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equalityMethod.GenericArguments.Add(wrappedType);
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}
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else if (type.Resolve().FullName == "System.Collections.Generic.List`1")
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{
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var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
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serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef);
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef);
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serializeMethod.GenericArguments.Add(wrappedType);
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equalityMethod.GenericArguments.Add(wrappedType);
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}
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else if (type.Resolve().FullName == "System.Collections.Generic.HashSet`1")
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{
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var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
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serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef);
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef);
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serializeMethod.GenericArguments.Add(wrappedType);
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equalityMethod.GenericArguments.Add(wrappedType);
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}
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else if (type.Resolve().FullName == "System.Collections.Generic.Dictionary`2")
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{
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var wrappedKeyType = ((GenericInstanceType)type).GenericArguments[0];
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var wrappedValType = ((GenericInstanceType)type).GenericArguments[1];
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serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef);
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef);
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serializeMethod.GenericArguments.Add(wrappedKeyType);
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serializeMethod.GenericArguments.Add(wrappedValType);
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equalityMethod.GenericArguments.Add(wrappedKeyType);
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equalityMethod.GenericArguments.Add(wrappedValType);
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}
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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else if (type.Resolve().FullName == "Unity.Collections.NativeList`1")
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{
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@@ -267,12 +328,30 @@ namespace Unity.Netcode.Editor.CodeGen
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef);
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}
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if (serializeMethod != null)
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{
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serializeMethod.GenericArguments.Add(wrappedType);
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}
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serializeMethod?.GenericArguments.Add(wrappedType);
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equalityMethod.GenericArguments.Add(wrappedType);
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}
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else if (type.Resolve().FullName == "Unity.Collections.NativeHashSet`1")
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{
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var wrappedType = ((GenericInstanceType)type).GenericArguments[0];
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serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef);
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef);
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serializeMethod.GenericArguments.Add(wrappedType);
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equalityMethod.GenericArguments.Add(wrappedType);
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}
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else if (type.Resolve().FullName == "Unity.Collections.NativeHashMap`2")
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{
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var wrappedKeyType = ((GenericInstanceType)type).GenericArguments[0];
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var wrappedValType = ((GenericInstanceType)type).GenericArguments[1];
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serializeMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef);
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equalityMethod = new GenericInstanceMethod(m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef);
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serializeMethod.GenericArguments.Add(wrappedKeyType);
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serializeMethod.GenericArguments.Add(wrappedValType);
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equalityMethod.GenericArguments.Add(wrappedKeyType);
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equalityMethod.GenericArguments.Add(wrappedValType);
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}
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#endif
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else if (type.IsValueType)
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{
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@@ -398,7 +477,12 @@ namespace Unity.Netcode.Editor.CodeGen
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableArray_MethodRef;
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef;
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#endif
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedString_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeSerializer_FixedStringArray_MethodRef;
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@@ -415,7 +499,12 @@ namespace Unity.Netcode.Editor.CodeGen
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsArray_MethodRef;
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEqualsList_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef;
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#endif
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef;
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private MethodReference m_NetworkVariableSerializationTypes_InitializeEqualityChecker_ManagedClassEquals_MethodRef;
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private MethodReference m_RuntimeInitializeOnLoadAttribute_Ctor;
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@@ -940,7 +1029,22 @@ namespace Unity.Netcode.Editor.CodeGen
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_UnmanagedINetworkSerializableList):
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m_NetworkVariableSerializationTypes_InitializeSerializer_UnmanagedINetworkSerializableList_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_NativeHashSet):
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m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashSet_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_NativeHashMap):
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m_NetworkVariableSerializationTypes_InitializeSerializer_NativeHashMap_MethodRef = method;
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break;
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#endif
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_List):
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m_NetworkVariableSerializationTypes_InitializeSerializer_List_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_HashSet):
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m_NetworkVariableSerializationTypes_InitializeSerializer_HashSet_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_Dictionary):
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m_NetworkVariableSerializationTypes_InitializeSerializer_Dictionary_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeSerializer_ManagedINetworkSerializable):
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m_NetworkVariableSerializationTypes_InitializeSerializer_ManagedINetworkSerializable_MethodRef = method;
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break;
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@@ -971,7 +1075,22 @@ namespace Unity.Netcode.Editor.CodeGen
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedIEquatableList):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedIEquatableList_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_NativeHashSet):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashSet_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_NativeHashMap):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_NativeHashMap_MethodRef = method;
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break;
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#endif
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_List):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_List_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_HashSet):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_HashSet_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_Dictionary):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_Dictionary_MethodRef = method;
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break;
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case nameof(NetworkVariableSerializationTypes.InitializeEqualityChecker_UnmanagedValueEquals):
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m_NetworkVariableSerializationTypes_InitializeEqualityChecker_UnmanagedValueEquals_MethodRef = method;
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break;
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@@ -1246,10 +1365,7 @@ namespace Unity.Netcode.Editor.CodeGen
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continue;
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}
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var wrappedType = genericInstanceType.GenericArguments[idx];
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if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
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{
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m_WrappedNetworkVariableTypes.Add(wrappedType);
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}
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AddWrappedType(wrappedType);
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}
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}
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}
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@@ -1282,10 +1398,7 @@ namespace Unity.Netcode.Editor.CodeGen
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continue;
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}
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var wrappedType = genericInstanceType.GenericArguments[idx];
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if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
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{
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m_WrappedNetworkVariableTypes.Add(wrappedType);
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}
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AddWrappedType(wrappedType);
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}
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}
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}
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Reference in New Issue
Block a user