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31 lines
1.3 KiB
Plaintext
31 lines
1.3 KiB
Plaintext
using UnityEngine;
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using Mirror;
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using System.Collections.Generic;
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/*
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Visibility Guide: https://mirror-networking.gitbook.io/docs/guides/legacy-interest-management
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API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkVisibility.html
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*/
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public class #SCRIPTNAME# : NetworkVisibility
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{
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/// <summary>
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/// Callback used by the visibility system to determine if an observer (player) can see this object.
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/// <para>If this function returns true, the network connection will be added as an observer.</para>
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/// </summary>
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/// <param name="conn">Network connection of a player.</param>
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/// <returns>True if the player can see this object.</returns>
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public override bool OnCheckObserver(NetworkConnection conn)
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{
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return true;
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}
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/// <summary>
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/// Callback used by the visibility system to (re)construct the set of observers that can see this object.
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/// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
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/// </summary>
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/// <param name="observers">The new set of observers for this object.</param>
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/// <param name="initialize">True if the set of observers is being built for the first time.</param>
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public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize) { }
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}
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