com.unity.multiplayer.mlapi/com.unity.netcode.gameobjects/Components/AssemblyInfo.cs

16 строки
531 B
C#
Исходник Обычный вид История

using System.Runtime.CompilerServices;
#if UNITY_EDITOR
[assembly: InternalsVisibleTo("Unity.Netcode.Editor")]
[assembly: InternalsVisibleTo("Unity.Netcode.Editor.CodeGen")]
#endif // UNITY_EDITOR
fix: NetworkAnimator destinationStateMachine exception [MTT-5083] (#2309) * fixes This fixes the issue where NetworkAnimator was not taking into consideration `AnimatorStateTtansition.destinationStateMachine`. Now, NetworkAnimator parses each destinationStateMachine's states for trigger transitions and includes those in the transition table. passing setTrigger bool to internal method. Fixed issue where the host client was receiving the ClientRpc animation updates when the host was the owner. Fixed an issue with using pooled objects and when specific properties are cleaned during despawn and destroy. This fixes the issue where NetworkAnimator was checking for animation changes when the associated NetworkObject was not spawned. * update Removed the AnimationSynchronizationData class as it really was not needed. Adding UNITY_INCLUDE_TESTS define in the components AssemblyInfo.cs file. This includes some updates to NetworkAnimator that will remove the need to synchronize client's using RPCs but instead use the new OnSynchronize method. * test manual Updated the NetworkAnimator manual test that provides a way to validate this fix visually. Minor fix for weapon attack option in manual test. * test Updating test to validate states defined within a destinationStateMachine are triggering. Made components visible to testproject again although I might try to figure out a better way to handle these two ways of testing. Updated the NetworkAnimatorTests to acquire the state info from NetworkAnimator.SynchronizationStateInfo. Co-authored-by: Unity Netcode CI <74025435+netcode-ci-service@users.noreply.github.com>
2023-01-12 23:45:54 +03:00
#if UNITY_INCLUDE_TESTS
[assembly: InternalsVisibleTo("Unity.Netcode.RuntimeTests")]
[assembly: InternalsVisibleTo("TestProject.RuntimeTests")]
fix: NetworkAnimator destinationStateMachine exception [MTT-5083] (#2309) * fixes This fixes the issue where NetworkAnimator was not taking into consideration `AnimatorStateTtansition.destinationStateMachine`. Now, NetworkAnimator parses each destinationStateMachine's states for trigger transitions and includes those in the transition table. passing setTrigger bool to internal method. Fixed issue where the host client was receiving the ClientRpc animation updates when the host was the owner. Fixed an issue with using pooled objects and when specific properties are cleaned during despawn and destroy. This fixes the issue where NetworkAnimator was checking for animation changes when the associated NetworkObject was not spawned. * update Removed the AnimationSynchronizationData class as it really was not needed. Adding UNITY_INCLUDE_TESTS define in the components AssemblyInfo.cs file. This includes some updates to NetworkAnimator that will remove the need to synchronize client's using RPCs but instead use the new OnSynchronize method. * test manual Updated the NetworkAnimator manual test that provides a way to validate this fix visually. Minor fix for weapon attack option in manual test. * test Updating test to validate states defined within a destinationStateMachine are triggering. Made components visible to testproject again although I might try to figure out a better way to handle these two ways of testing. Updated the NetworkAnimatorTests to acquire the state info from NetworkAnimator.SynchronizationStateInfo. Co-authored-by: Unity Netcode CI <74025435+netcode-ci-service@users.noreply.github.com>
2023-01-12 23:45:54 +03:00
#if UNITY_EDITOR
[assembly: InternalsVisibleTo("Unity.Netcode.EditorTests")]
[assembly: InternalsVisibleTo("TestProject.EditorTests")]
#endif // UNITY_EDITOR
#endif // UNITY_INCLUDE_TESTS