using UnityEngine;
using Mirror;
using System.Collections.Generic;
/*
Visibility Guide: https://mirror-networking.com/docs/Guides/Visibility.html
Documentation: https://mirror-networking.com/docs/Guides/NetworkBehaviour.html
API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkBehaviour.html
*/
public class #SCRIPTNAME# : NetworkBehaviour
{
#region Observers
///
/// 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.
/// true when overwriting so that Mirror knows that we wanted to rebuild observers ourselves. otherwise it uses built in rebuild.
public override bool OnRebuildObservers(HashSet observers, bool initialize)
{
return base.OnRebuildObservers(observers, initialize);
}
///
/// 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 visibile 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.
///
/// New visibility state.
public override void OnSetHostVisibility(bool visible) { }
///
/// 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 base.OnCheckObserver(conn);
}
#endregion
}