Mirror/Assets/ScriptTemplates/53-Mirror__Custom Interest Management-CustomInterestManagement.cs.txt

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using System.Collections.Generic;
using UnityEngine;
using Mirror;
/*
Documentation: https://mirror-networking.gitbook.io/docs/guides/interest-management
API Reference: https://mirror-networking.com/docs/api/Mirror.InterestManagement.html
*/
// NOTE: Attach this component to the same object as your Network Manager.
public class #SCRIPTNAME# : InterestManagement
{
/// <summary>
/// Callback used by the visibility system to determine if an observer (client) can see the NetworkIdentity.
/// If this function returns true, the network connection will be added as an observer.
/// </summary>
/// <param name="identity">Object to be observed (or not) by a client</param>
/// <param name="newObserver">Network Connection of a client.</param>
/// <returns>True if the client can see this object.</returns>
[ServerCallback]
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// Default behaviour of making the identity object visible to all clients.
// Replace this code with your own logic as appropriate.
return true;
}
/// <summary>
/// Callback used by the visibility system to determine if an observer (client) can see the NetworkIdentity.
/// Add connections to newObservers that should see the identity object.
/// </summary>
/// <param name="identity">Object to be observed (or not) by clients</param>
/// <param name="newObservers">cached hashset to put the result into</param>
[ServerCallback]
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
// Default behaviour of making the identity object visible to all clients.
// Replace this code with your own logic as appropriate.
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
newObservers.Add(conn);
}
/// <summary>
/// Called on the server when a new networked object is spawned.
/// </summary>
/// <param name="identity">NetworkIdentity of the object being spawned</param>
[ServerCallback]
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public override void OnSpawned(NetworkIdentity identity) { }
/// <summary>
/// Called on the server when a networked object is destroyed.
/// </summary>
/// <param name="identity">NetworkIdentity of the object being destroyed</param>
[ServerCallback]
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public override void OnDestroyed(NetworkIdentity identity) { }
/// <summary>
/// Callback used by the visibility system for objects on a host.
/// Objects on a host (with a local client) cannot be disabled or destroyed when
/// they are not visible to the local client, so this function is called to allow
/// custom code to hide these objects.
/// A typical implementation will disable renderer components on the object.
/// This is only called on local clients on a host.
/// </summary>
/// <param name="identity">NetworkIdentity of the object being considered for visibility</param>
/// <param name="visible">True if the identity object should be visible to the host client</param>
[ServerCallback]
public override void SetHostVisibility(NetworkIdentity identity, bool visible)
{
base.SetHostVisibility(identity, visible);
}
/// <summary>
/// Called by NetworkServer in Initialize and Shutdown
/// </summary>
[ServerCallback]
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public override void Reset() { }
[ServerCallback]
void Update()
{
// Here is where you'd need to evaluate if observers need to be rebuilt,
// either for a specific object, a subset of objects, or all objects.
// Review the code in the various Interest Management components
// included with Mirror for inspiration:
// - Distance Interest Management
// - Spatial Hash Interest Management
// - Scene Interest Management
// - Match Interest Management
// - Team Interest Management
}
}