add networkevents2messagebox script to prefab

This commit is contained in:
in0finite 2019-07-09 18:04:56 +02:00
parent c84cdd1134
commit b2d5b9b4b7
2 changed files with 16 additions and 4 deletions

View file

@ -767,6 +767,7 @@ GameObject:
m_Component:
- component: {fileID: 4450559263798022}
- component: {fileID: 114473132252556806}
- component: {fileID: 821925318372548346}
m_Layer: 0
m_Name: UI
m_TagString: UI
@ -806,6 +807,21 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 409653cfe36614ceab3cbfbf9ed04fce, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!114 &821925318372548346
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1611271869868126}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: acc0c52cc14297f5caccf816a24e17ea, type: 3}
m_Name:
m_EditorClassIdentifier:
titleToDisplayWhenClientDisconnects: Client disconnected
messageToDisplayWhenClientDisconnects: Client disconnected from server. If you want
to connect again, you will have to restart the game.
--- !u!1 &1627404700688260
GameObject:
m_ObjectHideFlags: 0

View file

@ -4,12 +4,8 @@
- scene changing: When network (server/client) is stopped, offline scene should be loaded. But, when switching back to online scene, Loader should not load everything again. Instead, only Cell loading should be done, if the new scene is main scene. But, are old meshes/textures destroyed ? Do we leave memory behind, every time when network is stopped ? Or... just exit the game when network is stopped (display message box first ?).
- order of buttons in main menu - assign sort priorities
- add ability for client to request:
- add networkeventsmessagebox script to prefab
- assign weapon prefab ; add it to spawnable prefabs list ;