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42 lines
2.0 KiB
C#
42 lines
2.0 KiB
C#
using System;
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using UnityEngine;
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using System.Collections.Generic;
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namespace Mirror
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{
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/// <summary>
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/// Component that limits visibility of networked objects to the authority client.
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/// <para>Any object with this component on it will only be visible to the client that has been assigned authority for it.</para>
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/// <para>This would be used for spawning a non-player networked object for single client to interact with, e.g. in-game puzzles.</para>
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/// </summary>
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// Deprecated 2021-10-30
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[DisallowMultipleComponent]
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[Obsolete("This component has been replaced with Network Team component. Remove this component and add Team Interest Management component to the same object as your Network Manager.")]
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[RequireComponent(typeof(NetworkTeam))]
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public class NetworkOwnerChecker : 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 client is the owner of this object.</returns>
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public override bool OnCheckObserver(NetworkConnection conn)
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{
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// Debug.Log($"OnCheckObserver {netIdentity.connectionToClient} {conn}");
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return (netIdentity.connectionToClient == conn);
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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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/// </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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// Do nothing here because the authority client is always added as an observer internally.
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}
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}
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}
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