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40 lines
1.7 KiB
C#
40 lines
1.7 KiB
C#
using FishNet.Connection;
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using FishNet.Observing;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace FishNet.Component.Observing
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{
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/// <summary>
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/// When this observer condition is placed on an object, a client must be within the same scene to view the object.
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/// </summary>
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[CreateAssetMenu(menuName = "FishNet/Observers/Scene Condition", fileName = "New Scene Condition")]
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public class SceneCondition : ObserverCondition
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{
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/// <summary>
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/// Returns if the object which this condition resides should be visible to connection.
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/// </summary>
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/// <param name="connection">Connection which the condition is being checked for.</param>
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/// <param name="currentlyAdded">True if the connection currently has visibility of this object.</param>
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/// <param name="notProcessed">True if the condition was not processed. This can be used to skip processing for performance. While output as true this condition result assumes the previous ConditionMet value.</param>
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public override bool ConditionMet(NetworkConnection connection, bool currentlyAdded, out bool notProcessed)
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{
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notProcessed = false;
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if (base.NetworkObject == null || connection == null)
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return false;
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/* When there is no owner only then is the gameobject
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* scene checked. That's the only way to know at this point. */
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return connection.Scenes.Contains(base.NetworkObject.gameObject.scene);
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}
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/// <summary>
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/// How a condition is handled.
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/// </summary>
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/// <returns></returns>
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public override ObserverConditionType GetConditionType() => ObserverConditionType.Normal;
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}
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}
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