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