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hasAuthority comment updated
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@ -45,8 +45,7 @@ public abstract class NetworkBehaviour : MonoBehaviour
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/// <summary>True if this object is on the client-only, not host.</summary>
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public bool isClientOnly => netIdentity.isClientOnly;
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/// <summary>This returns true if this object is the authoritative version of the object in the distributed network application.</summary>
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// keeping this ridiculous summary as a reminder of a time long gone...
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/// <summary>True on client if that component has been assigned to the client. E.g. player, pets, henchmen.</summary>
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public bool hasAuthority => netIdentity.hasAuthority;
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/// <summary>The unique network Id of this object (unique at runtime).</summary>
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@ -88,11 +88,7 @@ public sealed class NetworkIdentity : MonoBehaviour
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/// <summary>True if this object exists on a client that is not also acting as a server.</summary>
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public bool isClientOnly => isClient && !isServer;
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/// <summary>True if this object is the authoritative player object on the client.</summary>
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// Determined at runtime. For most objects, authority is held by the server.
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// For objects that had their authority set by AssignClientAuthority on
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// the server, this will be true on the client that owns the object. NOT
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// on other clients.
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/// <summary>True on client if that component has been assigned to the client. E.g. player, pets, henchmen.</summary>
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public bool hasAuthority { get; internal set; }
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/// <summary>The set of network connections (players) that can see this object.</summary>
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