using UnityEngine;
using Mirror;
using System.Collections.Generic;
/*
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
{
///
/// Callback used by the visibility system to determine if an observer (player) can see this object.
/// If this function returns true, the network connection will be added as an observer.
///
/// Network connection of a player.
/// True if the player can see this object.
public override bool OnCheckObserver(NetworkConnection conn)
{
return true;
}
///
/// Callback used by the visibility system to (re)construct the set of observers that can see this object.
/// Implementations of this callback should add network connections of players that can see this object to the observers set.
///
/// The new set of observers for this object.
/// True if the set of observers is being built for the first time.
public override void OnRebuildObservers(HashSet observers, bool initialize) { }
}