Unity-WebSocket/Assets/FishNet/Runtime/Observing/Conditions/HostOnlyCondition.cs
2025-06-28 11:28:54 +03:30

26 lines
972 B
C#

using FishNet.Connection;
using FishNet.Observing;
using UnityEngine;
namespace FishNet.Component.Observing
{
[CreateAssetMenu(menuName = "FishNet/Observers/Host Only Condition", fileName = "New Host Only Condition")]
public class HostOnlyCondition : ObserverCondition
{
public override bool ConditionMet(NetworkConnection connection, bool currentlyAdded, out bool notProcessed)
{
notProcessed = false;
/* Only return true if connection is the local client.
* This check only runs on the server, so if local client
* is true then they must also be the server (clientHost). */
return (base.NetworkObject.ClientManager.Connection == connection);
}
/// <summary>
/// How a condition is handled.
/// </summary>
/// <returns></returns>
public override ObserverConditionType GetConditionType() => ObserverConditionType.Normal;
}
}