dont add networkbehaviours dynamically

This commit is contained in:
JohnCorby 2022-01-15 03:54:37 -08:00
parent a09ee8ac99
commit 1edeaf2e2a
5 changed files with 13 additions and 12 deletions

View File

@ -295,7 +295,7 @@ namespace Mirror
// NetworkBehaviour components are initialized in Awake once.
// Changing them at runtime would get client & server out of sync.
// BUT internal so tests can add them after creating the NetworkIdentity
public void InitializeNetworkBehaviours()
internal void InitializeNetworkBehaviours()
{
// Get all NetworkBehaviours
// (never null. GetComponents returns [] if none found)

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@ -34,12 +34,8 @@ namespace QSB.Animation.Player
protected void Awake()
{
InvisibleAnimator = gameObject.AddComponent<Animator>();
gameObject.SetActive(false);
NetworkAnimator = gameObject.AddComponent<NetworkAnimator>();
NetworkAnimator.animator = InvisibleAnimator;
gameObject.SetActive(true);
netIdentity.InitializeNetworkBehaviours();
InvisibleAnimator = gameObject.GetRequiredComponent<Animator>();
NetworkAnimator = gameObject.GetRequiredComponent<NetworkAnimator>();
NetworkAnimator.enabled = false;
QSBSceneManager.OnUniverseSceneLoaded += OnUniverseSceneLoaded;

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@ -1,18 +1,22 @@
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@ -114,8 +114,7 @@ namespace QSB.TimeSync
{
new RequestStateResyncMessage().Send();
CurrentState = State.Loaded;
gameObject.GetAddComponent<PreserveTimeScale>();
netIdentity.InitializeNetworkBehaviours();
gameObject.GetRequiredComponent<PreserveTimeScale>();
if (isServer)
{
SendServerTime();