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Improved MLAPI Inspector UI
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TwoTenPvP committed Mar 30, 2018
1 parent 0593de4 commit 614a3a4
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Showing 7 changed files with 9 additions and 2 deletions.
2 changes: 1 addition & 1 deletion MLAPI/MonoBehaviours/Core/NetworkedBehaviour.cs
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Expand Up @@ -159,7 +159,7 @@ private void OnDestroy()
private List<object> syncedFieldValues = new List<object>();
private List<MethodInfo> syncedVarHooks = new List<MethodInfo>();
//A dirty field is a field that's not synced.
public bool[] dirtyFields;
private bool[] dirtyFields;
internal void SyncVarInit()
{
FieldInfo[] sortedFields = GetType().GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.FlattenHierarchy | BindingFlags.Instance).OrderBy(x => x.Name).ToArray();
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1 change: 1 addition & 0 deletions MLAPI/MonoBehaviours/Core/NetworkedObject.cs
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Expand Up @@ -5,6 +5,7 @@

namespace MLAPI
{
[AddComponentMenu("MLAPI/NetworkedObject", -99)]
public class NetworkedObject : MonoBehaviour
{
[HideInInspector]
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4 changes: 3 additions & 1 deletion MLAPI/MonoBehaviours/Core/NetworkingManager.cs
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Expand Up @@ -10,6 +10,7 @@

namespace MLAPI
{
[AddComponentMenu("MLAPI/NetworkingManager", -100)]
public class NetworkingManager : MonoBehaviour
{
public static float NetworkTime;
Expand All @@ -19,6 +20,7 @@ public class NetworkingManager : MonoBehaviour
public GameObject DefaultPlayerPrefab;
public static NetworkingManager singleton;
//Client only, what my connectionId is on the server
[HideInInspector]
public int MyClientId;
internal Dictionary<int, NetworkedClient> connectedClients;
public Dictionary<int, NetworkedClient> ConnectedClients
Expand All @@ -41,7 +43,7 @@ public bool isHost
private bool isListening;
private byte[] messageBuffer;
internal int serverClientId;

[HideInInspector]
public bool IsClientConnected;
public Action<int> OnClientConnectedCallback = null;
public Action<int> OnClientDisconnectCallback = null;
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1 change: 1 addition & 0 deletions MLAPI/MonoBehaviours/Core/TrackedObject.cs
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Expand Up @@ -7,6 +7,7 @@ namespace MLAPI.MonoBehaviours.Core
{
//Based on: https://twotenpvp.github.io/lag-compensation-in-unity.html
//Modified to be used with latency rather than fixed frames and subframes. Thus it will be less accrurate but more modular.
[AddComponentMenu("MLAPI/TrackedObject", -98)]
public class TrackedObject : MonoBehaviour
{
internal Dictionary<float, TrackedPointData> FrameData = new Dictionary<float, TrackedPointData>();
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1 change: 1 addition & 0 deletions MLAPI/MonoBehaviours/Prototyping/NetworkedAnimator.cs
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Expand Up @@ -4,6 +4,7 @@

namespace MLAPI.MonoBehaviours.Prototyping
{
[AddComponentMenu("MLAPI/NetworkedAnimator")]
public class NetworkedAnimator : NetworkedBehaviour
{
public bool EnableProximity = false;
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1 change: 1 addition & 0 deletions MLAPI/MonoBehaviours/Prototyping/NetworkedNavMeshAgent.cs
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Expand Up @@ -5,6 +5,7 @@

namespace MLAPI.MonoBehaviours.Prototyping
{
[AddComponentMenu("MLAPI/NetworkedNavMeshAgent")]
public class NetworkedNavMeshAgent : NetworkedBehaviour
{
private NavMeshAgent agent;
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1 change: 1 addition & 0 deletions MLAPI/MonoBehaviours/Prototyping/NetworkedTransform.cs
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Expand Up @@ -3,6 +3,7 @@

namespace MLAPI.MonoBehaviours.Prototyping
{
[AddComponentMenu("MLAPI/NetworkedTransform")]
public class NetworkedTransform : NetworkedBehaviour
{
[Range(0f, 120f)]
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