Skip to main content

Class 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.

Inheritance
System.Object
Mirage.NetworkBehaviour
Mirage.NetworkVisibility
Inherited Members
Show

Mirage.NetworkVisibility.OnVisibilityChanged

Mirage.NetworkBehaviour._nextSyncTime

Mirage.NetworkBehaviour.SyncSettings

Mirage.NetworkBehaviour.IsServer

Mirage.NetworkBehaviour.IsClient

Mirage.NetworkBehaviour.IsLocalClient

Mirage.NetworkBehaviour.IsHost

Mirage.NetworkBehaviour.IsLocalPlayer

Mirage.NetworkBehaviour.IsServerOnly

Mirage.NetworkBehaviour.IsClientOnly

Mirage.NetworkBehaviour.HasAuthority

Mirage.NetworkBehaviour.NetId

Mirage.NetworkBehaviour.Server

Mirage.NetworkBehaviour.ServerObjectManager

Mirage.NetworkBehaviour.Client

Mirage.NetworkBehaviour.ClientObjectManager

Mirage.NetworkBehaviour.Owner

Mirage.NetworkBehaviour.World

Mirage.NetworkBehaviour.NetworkTime

Mirage.NetworkBehaviour.BehaviourId

Mirage.NetworkBehaviour.SyncVarDirtyBits

Mirage.NetworkBehaviour.AnySyncObjectDirty

Mirage.NetworkBehaviour.syncObjects

Mirage.NetworkBehaviour.Identity

Mirage.NetworkBehaviour.COMPONENT_INDEX_NOT_FOUND

Mirage.NetworkBehaviour.ComponentIndex

Mirage.NetworkBehaviour.InitSyncObject(Mirage.Collections.ISyncObject)

Mirage.NetworkBehaviour.UpdateSyncObjectShouldSync()

Mirage.NetworkBehaviour.SyncVarEqual<T>(T, T)

Mirage.NetworkBehaviour.ClearDirtyBits()

Mirage.NetworkBehaviour.AnyDirtyBits()

Mirage.NetworkBehaviour.SerializeObjectsAll(Mirage.Serialization.NetworkWriter)

Mirage.NetworkBehaviour.SerializeObjectsDelta(Mirage.Serialization.NetworkWriter)

Mirage.NetworkBehaviour.GetRpcCount()

Mirage.NetworkBehaviour.RegisterRpc(Mirage.RemoteCalls.RemoteCallCollection)

Syntax
public class NetworkProximityChecker : NetworkVisibility, INetworkVisibility

Fields

VisibilityRange

The maximim range that objects will be visible at.

Declaration
public int VisibilityRange

VisibilityUpdateInterval

How often (in seconds) that this object should update the list of observers that can see it.

Declaration
public float VisibilityUpdateInterval

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.

Declaration
public bool ForceHidden

Methods

Awake()

Declaration
public void Awake()

OnCheckObserver(INetworkPlayer)

Callback used by the visibility system to determine if an observer (player) can see this object. If this function returns true, the network connection will be added as an observer.

Declaration
public override bool OnCheckObserver(INetworkPlayer player)
Parameters
TypeNameDescription
Mirage.INetworkPlayerplayerNetwork connection of a player.
Returns
TypeDescription
System.BooleanTrue if the player can see this object.

OnRebuildObservers(HashSet<INetworkPlayer>, Boolean)

Callback used by the visibility system to (re)construct the set of observers that can see this object. Implementations of this callback should add network connections of players that can see this object to the observers set.

Declaration
public override void OnRebuildObservers(HashSet<INetworkPlayer> observers, bool initialize)
Parameters
TypeNameDescription
System.Collections.Generic.HashSet<Mirage.INetworkPlayer>observersThe new set of observers for this object.
System.BooleaninitializeTrue if the set of observers is being built for the first time.