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* test * new docs * adjust CheckForHookFunction to expect two hooks * update example * update example * update example * update test * update example * SyncVar.set: store value in oldValue variable * SyncVar.set: pass old value to hook too * TODO * SyncVar deserialize store value in oldValue variable (for simple types) * SyncVar deserialize: pass old value to hook too (for simple types) * add test for GameObject type * fix comment * SyncVar deserialize: set value before calling hook * add TODO * SyncVar.set: set value before calling hook * replace tests * GO test * SyncVar deserialize: move oldvalue code higher up so it applies to GO/NI too * syntax * SyncVar deserialize: pass oldValue to hook (GO/NI types) * SyncVar deserialize: set netid before calling hook (GO/NI types) * update comment * update comment * update comment * shorter * comment, TODO * put oldValue code into separate cases again * fix SyncVarEqual comparing the same two __goNetId values * get rid of tmpValue * fix weaver tests * remove TODO * SyncVar deserialize simple types: get rid of tmpValue here too * remove tests
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1.6 KiB
SyncVar Hook
The hook attribute can be used to specify a function to be called when the SyncVar changes value on the client. This ensures that all clients receive the proper variables from other clients.
- The Hook method must have a two parameters of the same type as the SyncVar property. One for the old value, one for the new value.
- The Hook is always called after the value was set. You don't need to set it yourself.
Below is a simple example of assigning a random color to each player when they're spawned on the server. All clients will see all players in the correct colors, even if they join later.
using UnityEngine;
using UnityEngine.Networking;
public class PlayerController : NetworkBehaviour
{
[SyncVar(hook = nameof(SetColor))]
Color playerColor = Color.black;
// Unity makes a clone of the Material every time GetComponent<Renderer>().material is used.
// Cache it here and Destroy it in OnDestroy to prevent a memory leak.
Material cachedMaterial;
public override void OnStartServer()
{
base.OnStartServer();
playerColor = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
}
void SetColor(Color oldColor, Color newColor)
{
if (cachedMaterial == null)
cachedMaterial = GetComponent<Renderer>().material;
cachedMaterial.color = newColor;
}
void OnDestroy()
{
Destroy(cachedMaterial);
}
}