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authorchai <chaifix@163.com>2021-01-02 01:22:42 +0800
committerchai <chaifix@163.com>2021-01-02 01:22:42 +0800
commit59755580acab0de7bfc88482b6a515b546d45cd7 (patch)
tree218b063a2fa0af05866ee177d3ed8886b91bcbec /Client/Assembly-CSharp/PlayerControl.cs
parentbe6caf20c319f55fe6fa5d918859af39991a899f (diff)
*网络
Diffstat (limited to 'Client/Assembly-CSharp/PlayerControl.cs')
-rw-r--r--Client/Assembly-CSharp/PlayerControl.cs3
1 files changed, 2 insertions, 1 deletions
diff --git a/Client/Assembly-CSharp/PlayerControl.cs b/Client/Assembly-CSharp/PlayerControl.cs
index ceed276..961f169 100644
--- a/Client/Assembly-CSharp/PlayerControl.cs
+++ b/Client/Assembly-CSharp/PlayerControl.cs
@@ -8,7 +8,8 @@ using InnerNet;
using PowerTools;
using UnityEngine;
-// 这个结构没有要同步的数据,但是重写了handleRpc用来响应Rpc调用
+// 这个结构没有要同步的数据,但是重写了handleRpc用来响应Rpc调用,所以命名为control
+// 是*角色*的根结构,包括了playerPhysics、CustomNetworkTransform等需要同步的数据
public class PlayerControl : InnerNetObject
{
public bool CanMove