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https://github.com/MirrorNetworking/Mirror.git
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695979e914
* feat: Add SyncHashSet and SyncSorted set
72 lines
2.3 KiB
Markdown
72 lines
2.3 KiB
Markdown
# SyncHashSet
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`SyncHashSet` are sets similar to C# [HashSet\<T\>](https://docs.microsoft.com/en-us/dotnet/api/system.collections.generic.hashset-1) that synchronize their contents from the server to the clients.
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A SyncHashSet can contain items of the following types:
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- Basic type (byte, int, float, string, UInt64, etc)
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- Built-in Unity math type (Vector3, Quaternion, etc)
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- NetworkIdentity
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- GameObject with a NetworkIdentity component attached.
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- Structure with any of the above
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## Usage
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Create a class that derives from SyncHashSet<T> for your specific type. This is necesary because Mirror will add methods to that class with the weaver. Then add a SyncHashSet field to your NetworkBehaviour class. For example:
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```cs
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class Player : NetworkBehaviour {
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class SyncSkillSet : SyncHashSet<string> {}
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SyncSkillSet skills = new SyncSkillSet();
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int skillPoints = 10;
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[Command]
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public void CmdLearnSkill(string skillName)
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{
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if (skillPoints > 1)
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{
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skillPoints--;
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skills.Add(skillName);
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}
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}
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}
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```
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You can also detect when a SyncHashSet changes. This is useful for refreshing your character in the client or determining when you need to update your database. Subscribe to the Callback event typically during `Start`, `OnClientStart` or `OnServerStart` for that. Note that by the time you subscribe, the set will already be initialized, so you will not get a call for the initial data, only updates.
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```cs
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class Player : NetworkBehaviour
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{
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class SyncSetBuffs : SyncHashSet<string> {};
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SyncSetBuffs buffs = new SyncSetBuffs();
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// this will add the delegate on the client.
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// Use OnStartServer instead if you want it on the server
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public override void OnStartClient()
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{
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buffs.Callback += OnBuffsChanged;
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}
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void OnBuffsChanged(SyncSetBuffs.Operation op, string buff)
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{
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switch (op)
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{
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case SyncSetBuffs.Operation.OP_ADD:
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// we added a buff, draw an icon on the character
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break;
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case SyncSetBuffs.Operation.OP_CLEAR:
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// clear all buffs from the character
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break;
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case SyncSetBuffs.Operation.OP_REMOVE:
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// We removed a buff from the character
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break;
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}
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}
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}
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```
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