Gameobjects active state is now synced when objects are spawned

This commit is contained in:
Albin Corén 2018-03-05 12:28:17 +01:00
parent 0ee53e41f0
commit 92c5036a1b

View File

@ -491,13 +491,15 @@ namespace MLAPI
uint networkId = messageReader.ReadUInt32(); uint networkId = messageReader.ReadUInt32();
int ownerId = messageReader.ReadInt32(); int ownerId = messageReader.ReadInt32();
int prefabId = messageReader.ReadInt32(); int prefabId = messageReader.ReadInt32();
bool isActive = messageReader.ReadBoolean();
if(isPlayerObject) if(isPlayerObject)
{ {
SpawnManager.SpawnPlayerObject(ownerId, networkId); SpawnManager.SpawnPlayerObject(ownerId, networkId);
} }
else else
{ {
SpawnManager.SpawnObject(prefabId, networkId, ownerId); GameObject go = SpawnManager.SpawnObject(prefabId, networkId, ownerId);
go.SetActive(isActive);
} }
} }
} }
@ -980,6 +982,7 @@ namespace MLAPI
writer.Write(pair.Value.NetworkId); writer.Write(pair.Value.NetworkId);
writer.Write(pair.Value.OwnerClientId); writer.Write(pair.Value.OwnerClientId);
writer.Write(pair.Value.SpawnablePrefabIndex); writer.Write(pair.Value.SpawnablePrefabIndex);
writer.Write(pair.Value.gameObject.activeInHierarchy);
} }
} }
} }