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- using System;
- using UnityEngine;
- using System.Collections.Generic;
- namespace Mirror
- {
- /// <summary>
- /// Component that limits visibility of networked objects to the authority client.
- /// <para>Any object with this component on it will only be visible to the client that has been assigned authority for it.</para>
- /// <para>This would be used for spawning a non-player networked object for single client to interact with, e.g. in-game puzzles.</para>
- /// </summary>
- // Deprecated 2021-02-17
- [Obsolete(NetworkVisibilityObsoleteMessage.Message)]
- [DisallowMultipleComponent]
- [AddComponentMenu("Network/NetworkOwnerChecker")]
- [RequireComponent(typeof(NetworkIdentity))]
- [HelpURL("https://mirror-networking.gitbook.io/docs/components/network-owner-checker")]
- public class NetworkOwnerChecker : NetworkVisibility
- {
- /// <summary>
- /// Callback used by the visibility system to determine if an observer (player) can see this object.
- /// <para>If this function returns true, the network connection will be added as an observer.</para>
- /// </summary>
- /// <param name="conn">Network connection of a player.</param>
- /// <returns>True if the client is the owner of this object.</returns>
- public override bool OnCheckObserver(NetworkConnection conn)
- {
- // Debug.Log($"OnCheckObserver {netIdentity.connectionToClient} {conn}");
- return (netIdentity.connectionToClient == conn);
- }
- /// <summary>
- /// Callback used by the visibility system to (re)construct the set of observers that can see this object.
- /// </summary>
- /// <param name="observers">The new set of observers for this object.</param>
- /// <param name="initialize">True if the set of observers is being built for the first time.</param>
- public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
- {
- // Do nothing here because the authority client is always added as an observer internally.
- }
- }
- }
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