mirror of
https://github.com/MirrorNetworking/Mirror.git
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96 lines
4.0 KiB
Plaintext
96 lines
4.0 KiB
Plaintext
using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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/*
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Documentation: https://mirror-networking.gitbook.io/docs/guides/interest-management
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API Reference: https://mirror-networking.com/docs/api/Mirror.InterestManagement.html
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*/
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// NOTE: Attach this component to the same object as your Network Manager.
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public class #SCRIPTNAME# : InterestManagement
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{
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/// <summary>
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/// Callback used by the visibility system to determine if an observer (client) can see the NetworkIdentity.
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/// If this function returns true, the network connection will be added as an observer.
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/// </summary>
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/// <param name="identity">Object to be observed (or not) by a client</param>
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/// <param name="newObserver">Network Connection of a client.</param>
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/// <returns>True if the client can see this object.</returns>
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[ServerCallback]
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
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{
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// Default behaviour of making the identity object visible to all clients.
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// Replace this code with your own logic as appropriate.
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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 determine if an observer (client) can see the NetworkIdentity.
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/// Add connections to newObservers that should see the identity object.
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/// </summary>
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/// <param name="identity">Object to be observed (or not) by clients</param>
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/// <param name="newObservers">cached hashset to put the result into</param>
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/// <param name="initialize">true if being rebuilt for the first time</param>
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[ServerCallback]
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public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers, bool initialize)
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{
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// Default behaviour of making the identity object visible to all clients.
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// Replace this code with your own logic as appropriate.
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foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
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newObservers.Add(conn);
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}
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/// <summary>
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/// Called on the server when a new networked object is spawned.
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/// </summary>
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/// <param name="identity">NetworkIdentity of the object being spawned</param>
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[ServerCallback]
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public override void OnSpawned(NetworkIdentity identity) { }
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/// <summary>
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/// Called on the server when a networked object is destroyed.
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/// </summary>
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/// <param name="identity">NetworkIdentity of the object being destroyed</param>
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[ServerCallback]
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public override void OnDestroyed(NetworkIdentity identity) { }
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/// <summary>
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/// Callback used by the visibility system for objects on a host.
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/// Objects on a host (with a local client) cannot be disabled or destroyed when
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/// they are not visible to the local client, so this function is called to allow
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/// custom code to hide these objects.
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/// A typical implementation will disable renderer components on the object.
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/// This is only called on local clients on a host.
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/// </summary>
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/// <param name="identity">NetworkIdentity of the object being considered for visibility</param>
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/// <param name="visible">True if the identity object should be visible to the host client</param>
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[ServerCallback]
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public override void SetHostVisibility(NetworkIdentity identity, bool visible)
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{
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base.SetHostVisibility(identity, visible);
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}
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/// <summary>
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/// Called by NetworkServer in Initialize and Shutdown
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/// </summary>
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[ServerCallback]
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public override void Reset() { }
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[ServerCallback]
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void Update()
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{
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// Here is where you'd need to evaluate if observers need to be rebuilt,
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// either for a specific object, a subset of objects, or all objects.
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// Review the code in the various Interest Management components
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// included with Mirror for inspiration:
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// - Distance Interest Management
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// - Spatial Hash Interest Management
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// - Scene Interest Management
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// - Match Interest Management
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// - Team Interest Management
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}
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}
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