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			88 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
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| using System.Collections.Generic;
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| using UnityEngine;
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| 
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| namespace Mirror
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| {
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|     /// <summary>
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|     /// Component that controls visibility of networked objects for players.
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|     /// <para>Any object with this component on it will not be visible to players more than a (configurable) distance away.</para>
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|     /// </summary>
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|     // Deprecated 2021-07-13
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|     [Obsolete(NetworkVisibilityObsoleteMessage.Message)]
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|     [AddComponentMenu("Network/NetworkProximityChecker")]
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|     [RequireComponent(typeof(NetworkIdentity))]
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|     [HelpURL("https://mirror-networking.gitbook.io/docs/components/network-proximity-checker")]
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|     public class NetworkProximityChecker : NetworkVisibility
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|     {
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|         /// <summary>
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|         /// The maximum range that objects will be visible at.
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|         /// </summary>
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|         [Tooltip("The maximum range that objects will be visible at.")]
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|         public int visRange = 10;
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| 
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|         /// <summary>
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|         /// How often (in seconds) that this object should update the list of observers that can see it.
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|         /// </summary>
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|         [Tooltip("How often (in seconds) that this object should update the list of observers that can see it.")]
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|         public float visUpdateInterval = 1;
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| 
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|         public override void OnStartServer()
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|         {
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|             InvokeRepeating(nameof(RebuildObservers), 0, visUpdateInterval);
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|         }
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|         public override void OnStopServer()
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|         {
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|             CancelInvoke(nameof(RebuildObservers));
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|         }
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| 
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|         void RebuildObservers()
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|         {
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|             netIdentity.RebuildObservers(false);
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|         }
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| 
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|         /// <summary>
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|         /// Callback used by the visibility system to determine if an observer (player) can see this object.
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|         /// <para>If this function returns true, the network connection will be added as an observer.</para>
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|         /// </summary>
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|         /// <param name="conn">Network connection of a player.</param>
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|         /// <returns>True if the player can see this object.</returns>
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|         public override bool OnCheckObserver(NetworkConnection conn)
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|         {
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|             return Vector3.Distance(conn.identity.transform.position, transform.position) < visRange;
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|         }
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| 
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|         /// <summary>
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|         /// Callback used by the visibility system to (re)construct the set of observers that can see this object.
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|         /// <para>Implementations of this callback should add network connections of players that can see this object to the observers set.</para>
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|         /// </summary>
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|         /// <param name="observers">The new set of observers for this object.</param>
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|         /// <param name="initialize">True if the set of observers is being built for the first time.</param>
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|         public override void OnRebuildObservers(HashSet<NetworkConnection> observers, bool initialize)
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|         {
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|             // if force hidden then return without adding any observers.
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|             // 'transform.' calls GetComponent, only do it once
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|             Vector3 position = transform.position;
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| 
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|             // brute force distance check
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|             // -> only player connections can be observers, so it's enough if we
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|             //    go through all connections instead of all spawned identities.
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|             // -> compared to UNET's sphere cast checking, this one is orders of
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|             //    magnitude faster. if we have 10k monsters and run a sphere
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|             //    cast 10k times, we will see a noticeable lag even with physics
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|             //    layers. but checking to every connection is fast.
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|             foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
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|             {
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|                 if (conn != null && conn.identity != null)
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|                 {
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|                     // check distance
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|                     if (Vector3.Distance(conn.identity.transform.position, position) < visRange)
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|                     {
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|                         observers.Add(conn);
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|                     }
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|                 }
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|             }
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|         }
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|     }
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| }
 | 
