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			44 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
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| using UnityEngine;
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| using System.Collections.Generic;
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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 limits visibility of networked objects to the authority client.
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|     /// <para>Any object with this component on it will only be visible to the client that has been assigned authority for it.</para>
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|     /// <para>This would be used for spawning a non-player networked object for single client to interact with, e.g. in-game puzzles.</para>
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|     /// </summary>
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|     // Deprecated 2021-09-06
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|     [Obsolete(NetworkVisibilityObsoleteMessage.Message)]
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|     [DisallowMultipleComponent]
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|     [AddComponentMenu("Network/NetworkOwnerChecker")]
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|     [RequireComponent(typeof(NetworkIdentity))]
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|     [HelpURL("https://mirror-networking.gitbook.io/docs/components/network-owner-checker")]
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|     public class NetworkOwnerChecker : NetworkVisibility
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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 client is the owner of this object.</returns>
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|         public override bool OnCheckObserver(NetworkConnection conn)
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|         {
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|             // Debug.Log($"OnCheckObserver {netIdentity.connectionToClient} {conn}");
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| 
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|             return (netIdentity.connectionToClient == conn);
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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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|         /// </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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|             // Do nothing here because the authority client is always added as an observer internally.
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|         }
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|     }
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| }
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