monopoly/Assets/Mirror/Runtime/NetworkVisibility.cs
2020-11-30 08:12:07 +00:00

43 lines
2.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
// the name NetworkProximityCheck implies that it's only about objects in
// proximity to the player. But we might have room based, guild based,
// instanced based checks too, so NetworkVisibility is more fitting.
//
// note: we inherit from NetworkBehaviour so we can reuse .netIdentity, etc.
// note: unlike UNET, we only allow 1 proximity checker per NetworkIdentity.
[DisallowMultipleComponent]
public abstract class NetworkVisibility : NetworkBehaviour
{
/// <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 abstract bool OnCheckObserver(NetworkConnection conn);
/// <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 abstract void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize);
/// <summary>
/// Callback used by the visibility system for objects on a host.
/// <para>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.</para>
/// </summary>
/// <param name="visible">New visibility state.</param>
public virtual void OnSetHostVisibility(bool visible)
{
foreach (Renderer rend in GetComponentsInChildren<Renderer>())
rend.enabled = visible;
}
}
}