using System.Collections.Generic; using FishNet.Managing; using FishNet.Object; using GameKit.Dependencies.Utilities; using UnityEngine; namespace FishNet.Component.ColliderRollback { public partial class ColliderRollback : NetworkBehaviour { #region Serialized. #pragma warning disable CS0414 /// /// How to configure the bounding box check. /// [Tooltip("How to configure the bounding box check.")] [SerializeField] private BoundingBoxType _boundingBox = BoundingBoxType.Disabled; /// /// Physics type to generate a bounding box for. /// [Tooltip("Physics type to generate a bounding box for.")] [SerializeField] private RollbackPhysicsType _physicsType = RollbackPhysicsType.Physics; /// /// Size for the bounding box. This is only used when BoundingBox is set to Manual. /// [Tooltip("Size for the bounding box.. This is only used when BoundingBox is set to Manual.")] [SerializeField] private Vector3 _boundingBoxSize = new(3f, 3f, 3f); /// /// Objects holding colliders which can rollback. /// [Tooltip("Objects holding colliders which can rollback.")] [SerializeField] private GameObject[] _colliderParents = new GameObject[0]; #pragma warning restore CS0414 #endregion } }