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style - PVP
Fixing some PVP related issues.
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com.unity.netcode.gameobjects/Runtime/Components/Helpers/ComponentController.cs

Lines changed: 9 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -18,15 +18,18 @@ namespace Unity.Netcode.Components
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[Serializable]
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public class ComponentControllerEntry
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{
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[HideInInspector]
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// Ignoring the naming convention in order to auto-assign element names
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#pragma warning disable IDE1006
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public string name = "Component";
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/// <summary>
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/// Used for naming each element entry.
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/// </summary>
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[HideInInspector]
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public string name;
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#pragma warning restore IDE1006
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/// <summary>
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/// When true, this component's enabled state will be the inverse of
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/// the value passed into <see cref="ComponentController.SetEnabled(bool)"/>.
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/// When true, this component's enabled state will be the inverse of the value passed into <see cref="ComponentController.SetEnabled(bool)"/>.
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/// </summary>
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[Tooltip("When enabled, this component will inversely mirror the currently applied ComponentController's enabled state.")]
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public bool InvertEnabled;
@@ -167,9 +170,8 @@ internal PendingStateUpdate(ComponentControllerEntry componentControllerEntry, b
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/// </summary>
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/// <remarks>
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/// This will synchronize the enabled or disabled state of the <see cref="Component"/>s with connected and late joining clients.<br />
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/// - Use <see cref="EnabledState"/> to determine the current synchronized enabled state. <br />
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/// - Use <see cref="EnabledState"/> to determine the current synchronized enabled state.<br />
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/// - Use <see cref="SetEnabled(bool)"/> to change the enabled state and have the change applied to all components this <see cref="ComponentController"/> is synchronizing.<br />
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///
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/// It is encouraged to create custom derived versions of this class to provide any additional functionality required for your project specific needs.
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/// </remarks>
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public class ComponentController : NetworkBehaviour
@@ -374,7 +376,7 @@ public override void OnNetworkSpawn()
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/// <inheritdoc/>
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/// <remarks>
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/// If overriding this method, it is required that you invoke this base method. <br />
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/// If overriding this method, it is required that you invoke this base method.<br />
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/// Assures all instances subscribe to the internal <see cref="NetworkVariable{T}"/> of type
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/// <see cref="bool"/> that synchronizes all instances when <see cref="Object"/>s are enabled
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/// or disabled.

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