Mirror::NetworkTransformBase
Inherits from NetworkBehaviour, MonoBehaviour
Inherited by NetworkTransform, NetworkTransformChild
Public Classes
Name | |
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class | DataPoint |
Public Functions
Name | |
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void | SerializeIntoWriter(NetworkWriter writer, Vector3 position, Quaternion rotation, Vector3 scale) |
virtual override 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 override void | OnDeserialize(NetworkReader reader, bool initialState) Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize(). |
void | ServerTeleport(Vector3 position) Server side teleportation. This method will override this GameObject's current Transform.Position to the Vector3 you have provided and send it to all other Clients to override it at their side too. |
void | ServerTeleport(Vector3 position, Quaternion rotation) Server side teleportation. This method will override this GameObject's current Transform.Position and Transform.Rotation to the Vector3 you have provided and send it to all other Clients to override it at their side too. |
Protected Properties
Name | |
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abstract Transform | targetComponent |
Public Attributes
Name | |
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bool | clientAuthority |
float | localPositionSensitivity |
float | localRotationSensitivity |
float | localScaleSensitivity |
Additional inherited members
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() |
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 SerializeIntoWriter
static inline void SerializeIntoWriter(
NetworkWriter writer,
Vector3 position,
Quaternion rotation,
Vector3 scale
)
function OnSerialize
inline virtual override bool OnSerialize(
NetworkWriter writer,
bool initialState
)
Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize().
Parameters:
- writer Writer to use to write to the stream.
- initialState If this is being called to send initial state.
Return: True if data was written.
Reimplements: Mirror::NetworkBehaviour::OnSerialize
The initialState flag is useful to differentiate between the first time an object is serialized and when incremental updates can be sent. The first time an object is sent to a client, it must include a full state snapshot, but subsequent updates can save on bandwidth by including only incremental changes. Note that SyncVar hook functions are not called when initialState is true, only for incremental updates.
If a class has SyncVars, then an implementation of this function and OnDeserialize() are added automatically to the class. So a class that has SyncVars cannot also have custom serialization functions.
The OnSerialize function should return true to indicate that an update should be sent. If it returns true, then the dirty bits for that script are set to zero, if it returns false then the dirty bits are not changed. This allows multiple changes to a script to be accumulated over time and sent when the system is ready, instead of every frame.
function OnDeserialize
inline virtual override void OnDeserialize(
NetworkReader reader,
bool initialState
)
Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize().
Parameters:
- reader Reader to read from the stream.
- initialState True if being sent initial state.
Reimplements: Mirror::NetworkBehaviour::OnDeserialize
function ServerTeleport
inline void ServerTeleport(
Vector3 position
)
Server side teleportation. This method will override this GameObject's current Transform.Position to the Vector3 you have provided and send it to all other Clients to override it at their side too.
Parameters:
- position Where to teleport this GameObject
function ServerTeleport
inline void ServerTeleport(
Vector3 position,
Quaternion rotation
)
Server side teleportation. This method will override this GameObject's current Transform.Position and Transform.Rotation to the Vector3 you have provided and send it to all other Clients to override it at their side too.
Parameters:
- position Where to teleport this GameObject
- rotation Which rotation to set this GameObject
Protected Property Documentation
property targetComponent
abstract Transform targetComponent;
Public Attributes Documentation
variable clientAuthority
bool clientAuthority;
variable localPositionSensitivity
float localPositionSensitivity = .01f;
variable localRotationSensitivity
float localRotationSensitivity = .01f;
variable localScaleSensitivity
float localScaleSensitivity = .01f;
Updated on 25 January 2021 at 01:28:46 UTC