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
}