Mirror::Experimental::NetworkTransformBase
Inherits from NetworkBehaviour, MonoBehaviour
Inherited by NetworkTransform, NetworkTransformChild
Public Classes
Name | |
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struct | DataPoint |
Public Functions
Name | |
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void | ServerTeleport(Vector3 localPosition) This method will override this GameObject's current Transform.localPosition to the specified Vector3 and update all clients. |
void | ServerTeleport(Vector3 localPosition, Quaternion localRotation) This method will override this GameObject's current Transform.localPosition and Transform.localRotation to the specified Vector3 and Quaternion and update all clients. |
Protected Properties
Name | |
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abstract Transform | targetTransform |
Public Attributes
Name | |
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bool | clientAuthority |
bool | excludeOwnerUpdate |
bool | syncPosition |
bool | syncRotation |
bool | syncScale |
bool | interpolatePosition |
bool | interpolateRotation |
bool | interpolateScale |
float | localPositionSensitivity |
float | localRotationSensitivity |
float | localScaleSensitivity |
Vector3 | lastPosition |
Quaternion | lastRotation |
Vector3 | lastScale |
DataPoint | start |
DataPoint | goal |
Additional inherited members
Public Functions inherited from NetworkBehaviour
Name | |
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void | SetDirtyBit(ulong dirtyBit) Used to set the behaviour as dirty, so that a network update will be sent for the object. these are masks, not bit numbers, ie. 0x004 not 2 |
void | ClearAllDirtyBits() This clears all the dirty bits that were set on this script by SetDirtyBits(); |
bool | IsDirty() |
virtual bool | OnSerialize(NetworkWriter writer, bool initialState) Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize(). |
virtual void | OnDeserialize(NetworkReader reader, bool initialState) Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize(). |
bool | SerializeObjectsAll(NetworkWriter writer) |
bool | SerializeObjectsDelta(NetworkWriter writer) |
virtual void | OnStopClient() This is invoked on clients when the server has caused this object to be destroyed. |
virtual void | OnStartServer() This is invoked for NetworkBehaviour objects when they become active on the server. |
virtual void | OnStopServer() Invoked on the server when the object is unspawned |
virtual void | OnStartClient() Called on every NetworkBehaviour when it is activated on a client. |
virtual void | OnStartLocalPlayer() Called when the local player object has been set up. |
virtual void | OnStartAuthority() This is invoked on behaviours that have authority, based on context and NetworkIdentity.hasAuthority. |
virtual void | OnStopAuthority() This is invoked on behaviours when authority is removed. |
Protected Functions inherited from NetworkBehaviour
Name | |
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bool | getSyncVarHookGuard(ulong dirtyBit) |
void | setSyncVarHookGuard(ulong dirtyBit, bool value) |
void | InitSyncObject(SyncObject syncObject) |
void | SendCommandInternal(Type invokeClass, string cmdName, NetworkWriter writer, int channelId, bool ignoreAuthority =false) |
void | SendRPCInternal(Type invokeClass, string rpcName, NetworkWriter writer, int channelId, bool excludeOwner) |
void | SendTargetRPCInternal(NetworkConnection conn, Type invokeClass, string rpcName, NetworkWriter writer, int channelId) |
bool | SyncVarGameObjectEqual(GameObject newGameObject, uint netIdField) |
void | SetSyncVarGameObject(GameObject newGameObject, ref GameObject gameObjectField, ulong dirtyBit, ref uint netIdField) |
GameObject | GetSyncVarGameObject(uint netId, ref GameObject gameObjectField) |
bool | SyncVarNetworkIdentityEqual(NetworkIdentity newIdentity, uint netIdField) |
void | SetSyncVarNetworkIdentity(NetworkIdentity newIdentity, ref NetworkIdentity identityField, ulong dirtyBit, ref uint netIdField) |
NetworkIdentity | GetSyncVarNetworkIdentity(uint netId, ref NetworkIdentity identityField) |
bool | SyncVarEqual< T >(T value, ref T fieldValue) |
void | SetSyncVar< T >(T value, ref T fieldValue, ulong dirtyBit) |
virtual bool | SerializeSyncVars(NetworkWriter writer, bool initialState) |
virtual void | DeserializeSyncVars(NetworkReader reader, bool initialState) |
Public Properties inherited from NetworkBehaviour
Name | |
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NetworkIdentity | netIdentity Returns the NetworkIdentity of this object |
int | ComponentIndex Returns the index of the component on this object |
Protected Properties inherited from NetworkBehaviour
Name | |
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ulong | syncVarDirtyBits |
Public Attributes inherited from NetworkBehaviour
Name | |
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SyncMode | syncMode sync mode for OnSerialize |
float | syncInterval sync interval for OnSerialize (in seconds) |
bool | isServer Returns true if this object is active on an active server. |
bool | isClient Returns true if running as a client and this object was spawned by a server. |
bool | isLocalPlayer This returns true if this object is the one that represents the player on the local machine. |
bool | isServerOnly True if this object only exists on the server |
bool | isClientOnly True if this object exists on a client that is not also acting as a server |
bool | hasAuthority This returns true if this object is the authoritative version of the object in the distributed network application. |
uint | netId The unique network Id of this object. |
NetworkConnection | connectionToServer The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the client. |
NetworkConnection | connectionToClient The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server. |
Protected Attributes inherited from NetworkBehaviour
Name | |
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readonly List< SyncObject > | syncObjects objects that can synchronize themselves, such as synclists |
Public Functions Documentation
function ServerTeleport
inline void ServerTeleport(
Vector3 localPosition
)
This method will override this GameObject's current Transform.localPosition to the specified Vector3 and update all clients.
Parameters:
- localPosition Where to teleport this GameObject
NOTE: position must be in LOCAL space if the transform has a parent
function ServerTeleport
inline void ServerTeleport(
Vector3 localPosition,
Quaternion localRotation
)
This method will override this GameObject's current Transform.localPosition and Transform.localRotation to the specified Vector3 and Quaternion and update all clients.
Parameters:
- localPosition Where to teleport this GameObject
- localRotation Which rotation to set this GameObject
NOTE: localPosition must be in LOCAL space if the transform has a parent
NOTE: localRotation must be in LOCAL space if the transform has a parent
Protected Property Documentation
property targetTransform
abstract Transform targetTransform;
Public Attributes Documentation
variable clientAuthority
bool clientAuthority;
variable excludeOwnerUpdate
bool excludeOwnerUpdate = true;
variable syncPosition
bool syncPosition = true;
variable syncRotation
bool syncRotation = true;
variable syncScale
bool syncScale = true;
variable interpolatePosition
bool interpolatePosition = true;
variable interpolateRotation
bool interpolateRotation = true;
variable interpolateScale
bool interpolateScale = true;
variable localPositionSensitivity
float localPositionSensitivity = .01f;
variable localRotationSensitivity
float localRotationSensitivity = .01f;
variable localScaleSensitivity
float localScaleSensitivity = .01f;
variable lastPosition
Vector3 lastPosition;
variable lastRotation
Quaternion lastRotation;
variable lastScale
Vector3 lastScale;
variable start
DataPoint start = new [DataPoint](/Documentation/Cops%20And%20Robbers/Classes/structMirror_1_1Experimental_1_1NetworkTransformBase_1_1DataPoint/)();
variable goal
DataPoint goal = new [DataPoint](/Documentation/Cops%20And%20Robbers/Classes/structMirror_1_1Experimental_1_1NetworkTransformBase_1_1DataPoint/)();
Updated on 22 January 2021 at 08:52:38 UTC