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namespace Unity . Netcode . Editor
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{
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+ /// <summary>
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+ /// The <see cref="CustomEditor"/> for <see cref="NetworkBehaviour"/>
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+ /// </summary>
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[ CustomEditor ( typeof ( NetworkBehaviour ) , true ) ]
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[ CanEditMultipleObjects ]
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public class NetworkBehaviourEditor : UnityEditor . Editor
Original file line number Diff line number Diff line change @@ -86,10 +86,10 @@ public NetworkPrefabHandler PrefabHandler
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private bool m_ShuttingDown ;
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private bool m_StopProcessingMessages ;
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- // <summary>
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- // When disconnected from the server, the server may send a reason. If a reason was sent, this property will
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- // tell client code what the reason was. It should be queried after the OnClientDisconnectCallback is called
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- // </summary>
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+ /// <summary>
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+ /// When disconnected from the server, the server may send a reason. If a reason was sent, this property will
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+ /// tell client code what the reason was. It should be queried after the OnClientDisconnectCallback is called
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+ /// </summary>
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public string DisconnectReason { get ; internal set ; }
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private class NetworkManagerHooks : INetworkHooks
@@ -450,9 +450,10 @@ public class ConnectionApprovalResponse
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/// </summary>
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public bool Pending ;
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- // <summary>
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- // Optional reason. If Approved is false, this reason will be sent to the client so they know why they
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- // were not approved.
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+ /// <summary>
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+ /// Optional reason. If Approved is false, this reason will be sent to the client so they know why they
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+ /// were not approved.
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+ /// </summary>
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public string Reason ;
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}
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