mirror of
https://github.com/Dadechin/Unity-WebSocket.git
synced 2025-07-03 20:04:33 +00:00
81 lines
3.0 KiB
C#
81 lines
3.0 KiB
C#
using FishNet.Connection;
|
|
using FishNet.Object;
|
|
using UnityEngine;
|
|
|
|
namespace FishNet.Component.Ownership
|
|
{
|
|
/// <summary>
|
|
/// Adding this component allows any client to use predictive spawning on this prefab.
|
|
/// </summary>
|
|
public class PredictedSpawn : NetworkBehaviour
|
|
{
|
|
#region Serialized.
|
|
/// <summary>
|
|
/// True to allow clients to predicted spawn this object.
|
|
/// </summary>
|
|
public bool GetAllowSpawning() => _allowSpawning;
|
|
/// <summary>
|
|
/// Sets to allow predicted spawning. This must be set on client and server.
|
|
/// </summary>
|
|
/// <param name="value">New value.</param>
|
|
public void SetAllowSpawning(bool value) => _allowSpawning = value;
|
|
[Tooltip("True to allow clients to predicted spawn this object.")]
|
|
[SerializeField]
|
|
private bool _allowSpawning = true;
|
|
/// <summary>
|
|
/// True to allow clients to predicted despawn this object.
|
|
/// </summary>
|
|
public bool GetAllowDespawning() => _allowDespawning;
|
|
/// <summary>
|
|
/// Sets to allow predicted despawning. This must be set on client and server.
|
|
/// </summary>
|
|
/// <param name="value">New value.</param>
|
|
public void SetAllowDespawning(bool value) => _allowDespawning = value;
|
|
[Tooltip("True to allow clients to predicted despawn this object.")]
|
|
[SerializeField]
|
|
private bool _allowDespawning = true;
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Called on the client when trying to predicted spawn this object.
|
|
/// </summary>
|
|
/// <param name="owner">Owner specified to spawn with.</param>
|
|
/// <returns>True if able to spawn.</returns>
|
|
public virtual bool OnTrySpawnClient(NetworkConnection owner = null)
|
|
{
|
|
return GetAllowSpawning();
|
|
}
|
|
/// <summary>
|
|
/// Called on the server when a client tries to predicted spawn this object.
|
|
/// </summary>
|
|
/// <param name="spawner">Connection trying to predicted spawn this object.</param>
|
|
/// <param name="owner">Owner specified to spawn with.</param>
|
|
/// <returns>True if able to spawn.</returns>
|
|
public virtual bool OnTrySpawnServer(NetworkConnection spawner, NetworkConnection owner = null)
|
|
{
|
|
return GetAllowSpawning();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called on the client when trying to predicted spawn this object.
|
|
/// </summary>
|
|
/// <returns>True if able to despawn.</returns>
|
|
public virtual bool OnTryDespawnClient()
|
|
{
|
|
return GetAllowDespawning();
|
|
}
|
|
/// <summary>
|
|
/// Called on the server when a client tries to predicted despawn this object.
|
|
/// </summary>
|
|
/// <param name="despawner">Connection trying to predicted despawn this object.</param>
|
|
/// <returns>True if able to despawn.</returns>
|
|
public virtual bool OnTryDespawnServer(NetworkConnection despawner)
|
|
{
|
|
return GetAllowDespawning();
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
} |