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.
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
Type | Name | Description |
---|---|---|
Mirage.INetworkPlayer | player | Network connection of a player. |
Returns
Type | Description |
---|---|
System.Boolean | True 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
Type | Name | Description |
---|---|---|
System.Collections.Generic.HashSet<Mirage.INetworkPlayer> | observers | The new set of observers for this object. |
System.Boolean | initialize | True if the set of observers is being built for the first time. |