using UnityEngine; using Mirror; /* Documentation: https://mirror-networking.com/docs/Components/NetworkRoomPlayer.html API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkRoomPlayer.html */ /// /// This component works in conjunction with the NetworkRoomManager to make up the multiplayer room system. /// The RoomPrefab object of the NetworkRoomManager must have this component on it. /// This component holds basic room player data required for the room to function. /// Game specific data for room players can be put in other components on the RoomPrefab or in scripts derived from NetworkRoomPlayer. /// public class #SCRIPTNAME# : NetworkRoomPlayer { #region Room Client Callbacks /// /// This is a hook that is invoked on all player objects when entering the room. /// Note: isLocalPlayer is not guaranteed to be set until OnStartLocalPlayer is called. /// public override void OnClientEnterRoom() { } /// /// This is a hook that is invoked on all player objects when exiting the room. /// public override void OnClientExitRoom() { } /// /// This is a hook that is invoked on clients when a RoomPlayer switches between ready or not ready. /// This function is called when the a client player calls SendReadyToBeginMessage() or SendNotReadyToBeginMessage(). /// /// Whether the player is ready or not. public override void OnClientReady(bool readyState) { } #endregion #region Optional UI public override void OnGUI() { base.OnGUI(); } #endregion }