Deleting the duplicated comment and quick comment fixes [MTT-7677] (#163)

* deleting the duplicated comment (see MTT-7677)

* small comment fixes in ConnectionApproval.cs and in InvadersGame.cs
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Elfi0Kuhndorf 2024-04-16 17:07:09 +02:00 коммит произвёл GitHub
Родитель 42e23b8fba
Коммит 61085b1ef7
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Идентификатор ключа GPG: B5690EEEBB952194
3 изменённых файлов: 2 добавлений и 3 удалений

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@ -39,7 +39,6 @@ public class ServerPlayerMove : NetworkBehaviour
transform.position = spawnPosition;
// A note specific to owner authority:
// Side Note: Specific to Owner Authoritative
// Setting the position works as and can be set in OnNetworkSpawn server-side unless there is a
// CharacterController that is enabled by default on the authoritative side. With CharacterController, it
// needs to be disabled by default (i.e. in Awake), the server applies the position (OnNetworkSpawn), and then

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@ -36,7 +36,7 @@ namespace Game.ConnectionApproval
m_NetworkManager.NetworkConfig.ConnectionApproval = true;
// Here, we keep ForceSamePrefabs disabled. This will allow us to dynamically add network prefabs to Netcode
// for GameObject after establishing a connection. In this implementation of the connection approval
// for GameObjects after establishing a connection. In this implementation of the connection approval
// callback, the server validates the client's connection payload based on the hash of their dynamic prefabs
// loaded, and either approves or denies connection to the joining client. If a client is denied connection,
// the server provides a disconnection payload through NetworkManager's DisconnectReason, so that a

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@ -80,7 +80,7 @@ public class InvadersGame : NetworkBehaviour
private float m_NextTick;
// the timer should only be synced at the beginning
// and then let the client to update it in a predictive manner
// and then let the client update it in a predictive manner
private bool m_ReplicatedTimeSent = false;
private GameObject m_Saucer;
private List<Shield> m_Shields = new List<Shield>();