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Description

Describe the changes

In Text.cs change of Network_collisionsEnabled to CollisionsEnabled.

Change to param name for Capybara.cs and Text.cs because he was speakerToy.

What is the current behavior? (You can also link to an open issue here)

Name of Network_collisionsEnabled in Text.cs.
Capybara.cs and Text.cs use speakerToy parameters.

What is the new behavior? (if this is a feature change)

  • Add Capybara::Create and Text::Create
  • Change Network_collisionsEnabled to CollisionsEnabled in Text.cs
  • Name of parameters change.

Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)
no

Other information:


Types of changes

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to change)
  • Documentations

Submission checklist

  • I have checked the project can be compiled
  • I have tested my changes and it worked as expected

Patches (if there are any changes related to Harmony patches)

  • I have checked no IL patching errors in the console

Other

  • Still requires more testing

In Text.cs change of Network_collisionsEnabled to CollisionsEnabled.

Change to param name for Capybara.cs and Text.cs because he was speakerToy.
@github-actions github-actions bot added the API Extra attention is needed label May 20, 2025
// </copyright>
// -----------------------------------------------------------------------

#nullable enable

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no no and no i don't want nullable there reason of why it's not enable in the project

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why 😔

Comment on lines +196 to +216
if (PrefabCache<T>.Prefab == null)
{
T t = default(T);
using (Dictionary<uint, GameObject>.ValueCollection.Enumerator enumerator = NetworkClient.prefabs.Values.GetEnumerator())
{
while (enumerator.MoveNext())
{
if (enumerator.Current != null && enumerator.Current.TryGetComponent(out t))
{
break;
}
}
}

if (t == null)
{
throw new InvalidOperationException(string.Format("No prefab in NetworkClient.prefabs has component type {0}", typeof(T)));
}

PrefabCache<T>.Prefab = t;
}

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uhm why ?

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without that, the prefab are null.

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but why using PrefabCache ?

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PrefabHelper.GetPrefab(PrefabType);

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3 participants