Unity-WebSocket/Assets/FishNet/Runtime/Plugins/ColliderRollback/Scripts/ColliderRollback.cs
2025-06-28 11:28:54 +03:30

40 lines
1.4 KiB
C#

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
/// <summary>
/// How to configure the bounding box check.
/// </summary>
[Tooltip("How to configure the bounding box check.")] [SerializeField]
private BoundingBoxType _boundingBox = BoundingBoxType.Disabled;
/// <summary>
/// Physics type to generate a bounding box for.
/// </summary>
[Tooltip("Physics type to generate a bounding box for.")] [SerializeField]
private RollbackPhysicsType _physicsType = RollbackPhysicsType.Physics;
/// <summary>
/// Size for the bounding box. This is only used when BoundingBox is set to Manual.
/// </summary>
[Tooltip("Size for the bounding box.. This is only used when BoundingBox is set to Manual.")] [SerializeField]
private Vector3 _boundingBoxSize = new(3f, 3f, 3f);
/// <summary>
/// Objects holding colliders which can rollback.
/// </summary>
[Tooltip("Objects holding colliders which can rollback.")] [SerializeField]
private GameObject[] _colliderParents = new GameObject[0];
#pragma warning restore CS0414
#endregion
}
}