Mirror/Assets/ScriptTemplates/53-Mirror__Network Observer-NewNetworkObserver.cs.txt

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using UnityEngine;
using Mirror;
using System.Collections.Generic;
/*
2021-04-01 10:23:12 +00:00
Visibility Guide: https://mirror-networking.gitbook.io/docs/guides/legacy-interest-management
API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkVisibility.html
*/
public class #SCRIPTNAME# : NetworkVisibility
{
/// <summary>
/// Callback used by the visibility system to determine if an observer (player) can see this object.
/// <para>If this function returns true, the network connection will be added as an observer.</para>
/// </summary>
/// <param name="conn">Network connection of a player.</param>
/// <returns>True if the player can see this object.</returns>
public override bool OnCheckObserver(NetworkConnection conn)
{
return true;
}
/// <summary>
/// Callback used by the visibility system to (re)construct the set of observers that can see this object.
/// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
/// </summary>
/// <param name="observers">The new set of observers for this object.</param>
/// <param name="initialize">True if the set of observers is being built for the first time.</param>
public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize) { }
}