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June 15, 2016 16:53
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WorldObjectNetworkObject wno = NetworkManager.Instance.WorldObjectNetworkObject.GetComponent<WorldObjectBehavior> ().networkObject; | |
// None of these fire: | |
wno.pendingInitialized += delegate(INetworkBehavior behavior, NetworkObject networkObject) { | |
Debug.Log ("[GLOBAL] PENDING initialized " + behavior); | |
}; | |
wno.onReady += delegate { | |
Debug.Log ("[GLOBAL] onReady"); | |
}; | |
wno.readBinary += delegate(BeardedManStudios.BMSByte data) { | |
Debug.Log ("[GLOBAL] read:" + data); | |
}; | |
// This `objectInitialized` fires: | |
NetworkManager.Instance.objectInitialized += delegate(INetworkBehavior unityGameObject, NetworkObject obj) { | |
Debug.Log("Initialized.");// And this gets logged... | |
// But at this point in time, the values stored in the NetworkObject are all default values (i.e., null/empty). | |
// I'd like to use them to modify the object that is/was initialized. | |
// None of these fire: | |
WorldObjectNetworkObject wobj = obj as WorldObjectNetworkObject; | |
wobj.onReady += delegate { | |
Debug.Log ("OBJECT READY"); | |
}; | |
wobj.pendingInitialized += delegate(INetworkBehavior behavior, NetworkObject networkObject) { | |
Debug.Log ("PENDING initialized " + behavior); | |
}; | |
wobj.readBinary += delegate(BeardedManStudios.BMSByte data) { | |
Debug.Log ("read:" + data); | |
}; | |
// Notice that this ALSO never fires, and it's a data-field delegate... | |
// Even though the server does this when it spawns the object: | |
// obj.GetComponent<NetworkedWorldObject> ().networkObject.prefabKey = 'b'; | |
wobj.prefabKeyChanged += delegate(char field, ulong timestep) { | |
Debug.Log ("CHANGE " + field); | |
}; | |
}; |
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