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Mirror::NetworkAnimator

A component to synchronize Mecanim animation states for networked objects. More...

Inherits from NetworkBehaviour, MonoBehaviour

Public Functions

Name
virtual override bool OnSerialize(NetworkWriter writer, bool initialState)
Custom Serialization
virtual override void OnDeserialize(NetworkReader reader, bool initialState)
Custom Deserialization
void SetTrigger(string triggerName)
Causes an animation trigger to be invoked for a networked object.
void SetTrigger(int hash)
Causes an animation trigger to be invoked for a networked object.
void ResetTrigger(string triggerName)
Causes an animation trigger to be reset for a networked object.
void ResetTrigger(int hash)
Causes an animation trigger to be reset for a networked object.

Public Attributes

Name
bool clientAuthority
Animator animator
The animator component to synchronize.

Additional inherited members

Public Functions inherited from NetworkBehaviour

Name
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()
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
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
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
ulong syncVarDirtyBits

Public Attributes inherited from NetworkBehaviour

Name
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
readonly List< SyncObject > syncObjects
objects that can synchronize themselves, such as synclists

Detailed Description

class Mirror::NetworkAnimator;

A component to synchronize Mecanim animation states for networked objects.

The animation of game objects can be networked by this component. There are two models of authority for networked movement:

If the object has authority on the client, then it should be animated locally on the owning client. The animation state information will be sent from the owning client to the server, then broadcast to all of the other clients. This is common for player objects.

If the object has authority on the server, then it should be animated on the server and state information will be sent to all clients. This is common for objects not related to a specific client, such as an enemy unit.

The NetworkAnimator synchronizes all animation parameters of the selected Animator. It does not automatically sychronize triggers. The function SetTrigger can by used by an object with authority to fire an animation trigger on other clients.

Public Functions Documentation

function OnSerialize

inline virtual override bool OnSerialize(
    NetworkWriter writer,
    bool initialState
)

Custom Serialization

Parameters:

  • writer
  • initialState

Return:

Reimplements: Mirror::NetworkBehaviour::OnSerialize

function OnDeserialize

inline virtual override void OnDeserialize(
    NetworkReader reader,
    bool initialState
)

Custom Deserialization

Parameters:

  • reader
  • initialState

Reimplements: Mirror::NetworkBehaviour::OnDeserialize

function SetTrigger

inline void SetTrigger(
    string triggerName
)

Causes an animation trigger to be invoked for a networked object.

Parameters:

  • triggerName Name of trigger.

If local authority is set, and this is called from the client, then the trigger will be invoked on the server and all clients. If not, then this is called on the server, and the trigger will be called on all clients.

function SetTrigger

inline void SetTrigger(
    int hash
)

Causes an animation trigger to be invoked for a networked object.

Parameters:

  • hash Hash id of trigger (from the Animator).

function ResetTrigger

inline void ResetTrigger(
    string triggerName
)

Causes an animation trigger to be reset for a networked object.

Parameters:

  • triggerName Name of trigger.

If local authority is set, and this is called from the client, then the trigger will be reset on the server and all clients. If not, then this is called on the server, and the trigger will be reset on all clients.

function ResetTrigger

inline void ResetTrigger(
    int hash
)

Causes an animation trigger to be reset for a networked object.

Parameters:

  • hash Hash id of trigger (from the Animator).

Public Attributes Documentation

variable clientAuthority

bool clientAuthority;

variable animator

Animator animator;

The animator component to synchronize.


Updated on 21 January 2021 at 19:59:42 UTC