Fix zenject reparenting issue
This commit is contained in:
@@ -1,6 +1,7 @@
|
||||
using HurricaneVR.Framework.Core;
|
||||
using HurricaneVR.Framework.Core.Player;
|
||||
using HurricaneVR.Framework.Core.Utils;
|
||||
using System.Collections;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using Zenject;
|
||||
@@ -69,22 +70,18 @@ public class GlobalInstaller : MonoInstaller
|
||||
})
|
||||
.NonLazy();
|
||||
|
||||
Container.Bind<NetworkManager>()
|
||||
.FromComponentInNewPrefab(networkManagerPrefab)
|
||||
.AsSingle()
|
||||
.OnInstantiated<NetworkManager>((ctx, obj) =>
|
||||
{
|
||||
obj.name = networkManagerPrefab.name;
|
||||
})
|
||||
.NonLazy();
|
||||
var go = Instantiate(networkManagerPrefab);
|
||||
go.name = networkManagerPrefab.name;
|
||||
var networkManager = go.GetComponent<NetworkManager>();
|
||||
|
||||
Container.Bind<PlayerComponent>()
|
||||
.FromComponentInNewPrefab(playerPrefab)
|
||||
.AsSingle()
|
||||
.OnInstantiated<PlayerComponent>((ctx, obj) =>
|
||||
{
|
||||
obj.name = playerPrefab.name;
|
||||
})
|
||||
.NonLazy();
|
||||
Container.BindInstance(networkManager)
|
||||
.AsSingle();
|
||||
|
||||
var playerGO = Instantiate(playerPrefab);
|
||||
playerGO.name = playerPrefab.name;
|
||||
var playerComponent = playerGO.GetComponent<PlayerComponent>();
|
||||
|
||||
Container.BindInstance(playerComponent)
|
||||
.AsSingle();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user