Table of Contents

Class ClientPostbootSystem

Namespace
FishMMO.Client
Assembly
FishMMO.Client.dll

Manages the client-side post-boot operations, including camera state management and scene loading.

public class ClientPostbootSystem : BootstrapSystem
Inheritance
Object
Component
Behaviour
MonoBehaviour
ClientPostbootSystem
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Component.GetComponentIndex()
Component.CompareTag(TagHandle)
Component.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.GetEntityId()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.FindObjectsByType<T>()
Object.FindObjectsByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Fields

Client

The client behaviour reference that must be initialized after the client bootstrap sequence finishes.

public Client Client

Field Value

Client

Methods

AddressableLoadProcessor_OnAddressableLoaded(Object)

Handler for when an addressable asset is loaded. Adds it to the cache if possible.

public void AddressableLoadProcessor_OnAddressableLoaded(Object addressable)

Parameters

addressable Object

The loaded addressable Unity object.

AddressableLoadProcessor_OnAddressableUnloaded(Object)

Handler for when an addressable asset is unloaded. Removes it from the cache if possible.

public void AddressableLoadProcessor_OnAddressableUnloaded(Object addressable)

Parameters

addressable Object

The unloaded addressable Unity object.

OnCompleteProcessing()

public override void OnCompleteProcessing()

OnDestroying()

Called when the system is being destroyed. Unsubscribes from addressable events.

public override void OnDestroying()

OnPreload()

Called during preload phase. Captures initial camera state and loads template cache.

public override void OnPreload()

SetClient(Client)

Sets up client event handlers for scene management.

public void SetClient(Client client)

Parameters

client Client

The client instance.

UnsetClient(Client)

Removes client event handlers for scene management.

public void UnsetClient(Client client)

Parameters

client Client

The client instance.