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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@ -39,7 +39,6 @@ public class ServerPlayerMove : NetworkBehaviour
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transform.position = spawnPosition;
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// A note specific to owner authority:
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// Side Note: Specific to Owner Authoritative
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// Setting the position works as and can be set in OnNetworkSpawn server-side unless there is a
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// CharacterController that is enabled by default on the authoritative side. With CharacterController, it
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// 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
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m_NetworkManager.NetworkConfig.ConnectionApproval = true;
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// Here, we keep ForceSamePrefabs disabled. This will allow us to dynamically add network prefabs to Netcode
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// for GameObject after establishing a connection. In this implementation of the connection approval
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// for GameObjects after establishing a connection. In this implementation of the connection approval
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// callback, the server validates the client's connection payload based on the hash of their dynamic prefabs
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// loaded, and either approves or denies connection to the joining client. If a client is denied connection,
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// 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
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private float m_NextTick;
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// the timer should only be synced at the beginning
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// and then let the client to update it in a predictive manner
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// and then let the client update it in a predictive manner
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private bool m_ReplicatedTimeSent = false;
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private GameObject m_Saucer;
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private List<Shield> m_Shields = new List<Shield>();
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