Interface IObjectOwner
An object that can own networked objects
Syntax
public interface IObjectOwner
Properties
Identity
The main object owned by this player, normally the player's character
Declaration
NetworkIdentity Identity { get; set; }
HasCharacter
Declaration
bool HasCharacter { get; }
OwnedObjects
All the objects owned by the player
Declaration
IReadOnlyCollection<NetworkIdentity> OwnedObjects { get; }
Methods
AddOwnedObject(NetworkIdentity)
Declaration
void AddOwnedObject(NetworkIdentity networkIdentity)
Parameters
Type | Name | Description |
---|---|---|
Mirage.NetworkIdentity | networkIdentity |
RemoveOwnedObject(NetworkIdentity)
Declaration
void RemoveOwnedObject(NetworkIdentity networkIdentity)
Parameters
Type | Name | Description |
---|---|---|
Mirage.NetworkIdentity | networkIdentity |
RemoveAllOwnedObject(Boolean)
Removes all owned objects. This is useful to call when player disconnects to avoid objects being destroyed
Declaration
void RemoveAllOwnedObject(bool sendAuthorityChangeEvent)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | sendAuthorityChangeEvent | Should message be send to owner client? If player is disconnecting you should set this false |
DestroyOwnedObjects()
Destroys or unspawns all owned objects. This is called when the player is disconnects. It will be called after , so Disconnected can be used to remove any owned objects from the list before they are destroyed.
Declaration
void DestroyOwnedObjects()