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
}
}