Mirror::NetworkProximityChecker
Component that controls visibility of networked objects for players. More...
Inherits from NetworkVisibility, NetworkBehaviour, MonoBehaviour
Public Functions
Name | |
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virtual override void | OnStartServer() This is invoked for NetworkBehaviour objects when they become active on the server. |
virtual override void | OnStopServer() Invoked on the server when the object is unspawned |
virtual override bool | OnCheckObserver(NetworkConnection conn) Callback used by the visibility system to determine if an observer (player) can see this object. |
virtual override void | OnRebuildObservers(HashSet< NetworkConnection > observers, bool initialize) Callback used by the visibility system to (re)construct the set of observers that can see this object. |
Public Attributes
Name | |
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int | visRange The maximim range that objects will be visible at. |
float | visUpdateInterval How often (in seconds) that this object should update the list of observers that can see it. |
bool | forceHidden Flag to force this object to be hidden for players. |
Additional inherited members
Public Functions inherited from NetworkVisibility
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virtual void | OnSetHostVisibility(bool visible) Callback used by the visibility system for objects on a host. |
Public Functions inherited from NetworkBehaviour
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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 | 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
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ulong | syncVarDirtyBits |
Public Attributes inherited from NetworkBehaviour
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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 |
Detailed Description
class Mirror::NetworkProximityChecker;
Component that controls visibility of networked objects for players.
Any object with this component on it will not be visible to players more than a (configurable) distance away.
Public Functions Documentation
function OnStartServer
inline virtual override void OnStartServer()
This is invoked for NetworkBehaviour objects when they become active on the server.
Reimplements: Mirror::NetworkBehaviour::OnStartServer
This could be triggered by NetworkServer.Listen() for objects in the scene, or by NetworkServer.Spawn() for objects that are dynamically created.
This will be called for objects on a "host" as well as for object on a dedicated server.
function OnStopServer
inline virtual override void OnStopServer()
Invoked on the server when the object is unspawned
Reimplements: Mirror::NetworkBehaviour::OnStopServer
Useful for saving object data in persistant storage
function OnCheckObserver
inline virtual override bool OnCheckObserver(
NetworkConnection conn
)
Callback used by the visibility system to determine if an observer (player) can see this object.
Parameters:
- conn Network connection of a player.
Return: True if the player can see this object.
Reimplements: Mirror::NetworkVisibility::OnCheckObserver
If this function returns true, the network connection will be added as an observer.
function OnRebuildObservers
inline virtual override void OnRebuildObservers(
HashSet< NetworkConnection > observers,
bool initialize
)
Callback used by the visibility system to (re)construct the set of observers that can see this object.
Parameters:
- observers The new set of observers for this object.
- initialize True if the set of observers is being built for the first time.
Reimplements: Mirror::NetworkVisibility::OnRebuildObservers
Implementations of this callback should add network connections of players that can see this object to the observers set.
Public Attributes Documentation
variable visRange
int visRange = 10;
The maximim range that objects will be visible at.
variable visUpdateInterval
float visUpdateInterval = 1;
How often (in seconds) that this object should update the list of observers that can see it.
variable forceHidden
bool forceHidden;
Flag to force this object to be hidden for players.
If this object is a player object, it will not be hidden for that player.
Updated on 20 January 2021 at 20:00:01 UTC