com.unity.netcode.gameobjects@1.0.0-pre.5
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). ## [1.0.0-pre.5] - 2022-01-26 ### Added - Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528) ### Changed - NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484) - NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484) ### Fixed - Fixed network tick value sometimes being duplicated or skipped. (#1614) - Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
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@@ -272,18 +272,22 @@ namespace Unity.Netcode
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{
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reader.ReadValueSafe(out int index);
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reader.ReadValueSafe(out T value);
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if (index < m_List.Length)
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if (index >= m_List.Length)
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{
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m_List[index] = value;
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throw new Exception("Shouldn't be here, index is higher than list length");
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}
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var previousValue = m_List[index];
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m_List[index] = value;
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if (OnListChanged != null)
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{
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OnListChanged(new NetworkListEvent<T>
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{
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Type = eventType,
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Index = index,
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Value = value
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Value = value,
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PreviousValue = previousValue
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});
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}
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@@ -293,7 +297,8 @@ namespace Unity.Netcode
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{
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Type = eventType,
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Index = index,
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Value = value
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Value = value,
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PreviousValue = previousValue
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});
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}
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}
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@@ -368,7 +373,7 @@ namespace Unity.Netcode
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public bool Contains(T item)
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{
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int index = NativeArrayExtensions.IndexOf(m_List, item);
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return index == -1;
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return index != -1;
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}
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/// <inheritdoc />
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@@ -528,6 +533,11 @@ namespace Unity.Netcode
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/// </summary>
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public T Value;
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/// <summary>
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/// The previous value when "Value" has changed, if available.
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/// </summary>
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public T PreviousValue;
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/// <summary>
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/// the index changed, added or removed if available
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/// </summary>
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