Class NetworkVariableBaseInitializesWhenPersisted.PrefabInstanceHandler
  Creates a specified number of instances that persist throughout the entire test session
and will only be destroyed/released during the OneTimeTeardown
 
  
  
    Inheritance
    
    NetworkVariableBaseInitializesWhenPersisted.PrefabInstanceHandler
   
  
  
  
  Assembly: Unity.Netcode.RuntimeTests.dll
  Syntax
  
    public class NetworkVariableBaseInitializesWhenPersisted.PrefabInstanceHandler : INetworkPrefabInstanceHandler
   
  Constructors
  
  PrefabInstanceHandler(GameObject)
  
  
  Declaration
  
    public PrefabInstanceHandler(GameObject gameObject)
   
  Parameters
  
  Fields
  PrefabInstances
  
  
  Declaration
  
    public Queue<GameObject> PrefabInstances
   
  Field Value
  
  Methods
  
  AssignHandler(NetworkManager)
  
  
  Declaration
  
    public static void AssignHandler(NetworkManager networkManager)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | NetworkManager | 
        networkManager | 
        The NetworkManager instance to assign a handler to. Must not be null and must not already have a handler assigned. 
 | 
      
    
  
  
  CleanInstances()
  When we are done with all tests, we finally destroy the persisted objects
 
  
  Declaration
  
    public void CleanInstances()
   
  
  DeregisterHandler()
  
  
  Declaration
  
    public void DeregisterHandler()
   
  
  Destroy(NetworkObject)
  
  
  Declaration
  
    public void Destroy(NetworkObject networkObject)
   
  Parameters
  
  
  GetInstance()
  
  
  Declaration
  
    public NetworkObject GetInstance()
   
  Returns
  
  
  GetInstanceToSpawn(NetworkManager)
  
  
  Declaration
  
    public static NetworkObject GetInstanceToSpawn(NetworkManager networkManager)
   
  Parameters
  
  Returns
  
  
  Initialize(NetworkManager)
  
  
  Declaration
  
    public void Initialize(NetworkManager networkManager)
   
  Parameters
  
  
  Instantiate(ulong, Vector3, Quaternion)
  
  
  Declaration
  
    public NetworkObject Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
   
  Parameters
  
  Returns
  
  
  OneTimeSetup(int, GameObject)
  
  
  Declaration
  
    public static void OneTimeSetup(int numberOfInstances, GameObject prefabInstance)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | int | 
        numberOfInstances | 
         | 
      
      
        | GameObject | 
        prefabInstance | 
         | 
      
    
  
  
  ReleaseAll(bool)
  Releases back to the queue and if destroy is true it will completely
remove all references so they are cleaned up when
 
  
  Declaration
  
    public static void ReleaseAll(bool destroy = false)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | bool | 
        destroy | 
        If true, completely removes all references and cleans up instances. If false, returns handlers to the queue for reuse. 
 | 
      
    
  
  
  ValidateInstanceSpawnCount(int)
  This validates that the instances persisted to the next test set and persisted
between network sessions
 
  
  Declaration
  
    public bool ValidateInstanceSpawnCount(int minCount)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | int | 
        minCount | 
         | 
      
    
  
  Returns
  
  
  ValidatePersistedInstances(NetworkManager, int)
  
  
  Declaration
  
    public static bool ValidatePersistedInstances(NetworkManager networkManager, int minCount)
   
  Parameters
  
  Returns
  
  Implements