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Reset NetworkRigidBodyBase
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+4
-13
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1 file changed

+4
-13
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com.unity.netcode.gameobjects/Runtime/Components/NetworkRigidBodyBase.cs

Lines changed: 4 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -52,7 +52,6 @@ public abstract class NetworkRigidbodyBase : NetworkBehaviour
5252
#endif
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5454

55-
private NetworkManager m_LocalNetworkManager;
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// Used to cache the authority state of this Rigidbody during the last frame
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private bool m_IsAuthority;
5857

@@ -972,7 +971,7 @@ protected override void OnOwnershipChanged(ulong previous, ulong current)
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/// </remarks>
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internal void UpdateOwnershipAuthority()
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{
975-
if (m_LocalNetworkManager.DistributedAuthorityMode)
974+
if (NetworkManager.DistributedAuthorityMode)
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{
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// When in distributed authority mode, always use HasAuthority
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m_IsAuthority = HasAuthority;
@@ -981,7 +980,7 @@ internal void UpdateOwnershipAuthority()
981980
{
982981
if (NetworkTransform.IsServerAuthoritative())
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{
984-
m_IsAuthority = m_LocalNetworkManager.IsServer;
983+
m_IsAuthority = NetworkManager.IsServer;
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}
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else
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{
@@ -995,19 +994,12 @@ internal void UpdateOwnershipAuthority()
995994
}
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}
997996

998-
internal override void InternalOnNetworkPreSpawn(ref NetworkManager networkManager)
999-
{
1000-
m_LocalNetworkManager = networkManager;
1001-
base.InternalOnNetworkPreSpawn(ref networkManager);
1002-
}
1003-
1004997
/// <inheritdoc />
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public override void OnNetworkSpawn()
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{
1007-
m_TickFrequency = 1.0f / m_LocalNetworkManager.NetworkConfig.TickRate;
1008-
m_TickRate = m_LocalNetworkManager.NetworkConfig.TickRate;
1000+
m_TickFrequency = 1.0f / NetworkManager.NetworkConfig.TickRate;
1001+
m_TickRate = NetworkManager.NetworkConfig.TickRate;
10091002
UpdateOwnershipAuthority();
1010-
base.OnNetworkSpawn();
10111003
}
10121004

10131005
/// <inheritdoc />
@@ -1028,7 +1020,6 @@ public override void OnNetworkDespawn()
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SetIsKinematic(true);
10291021
}
10301022
SetInterpolation(m_OriginalInterpolation);
1031-
base.OnNetworkDespawn();
10321023
}
10331024

10341025
// TODO: Possibly provide a NetworkJoint that allows for more options than fixed.

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