123456789101112131415161718192021222324252627282930 |
- using UnityEngine;
- using Mirror;
- using System.Collections.Generic;
- /*
- Visibility Guide: https://mirror-networking.gitbook.io/docs/guides/legacy-interest-management
- API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkVisibility.html
- */
- public class #SCRIPTNAME# : 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 player can see this object.</returns>
- public override bool OnCheckObserver(NetworkConnection conn)
- {
- return true;
- }
-
- /// <summary>
- /// Callback used by the visibility system to (re)construct the set of observers that can see this object.
- /// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
- /// </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) { }
- }
|