fishbait/UnityProject/Assets/FishNet/Runtime/Observing/Conditions/ServerOnlyCondition.cs
NIMFER bf403a8f97 Ducktaped together a FishNet version of the Transport
Ducktaped together a FishNet version of the Transport, now I need to edit the LoadBalancer and Server so it connects and actually trades information
2022-08-14 03:55:25 +02:00

49 lines
1.9 KiB
C#

using FishNet.Connection;
using FishNet.Observing;
using System;
using UnityEngine;
namespace FishNet.Component.Observing
{
/// <summary>
/// This condition makes an object only visible to the server.
/// </summary>
//[CreateAssetMenu(menuName = "FishNet/Observers/Server Only Condition", fileName = "New Server Only Condition")]
[Obsolete("Use OwnerOnlyCondition instead.")] //Remove on 2023/06/01
public class ServerOnlyCondition : ObserverCondition
{
/// <summary>
/// Returns if the object which this condition resides should be visible to connection.
/// </summary>
/// <param name="connection">Connection which the condition is being checked for.</param>
/// <param name="currentlyAdded">True if the connection currently has visibility of this object.</param>
/// <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>
public override bool ConditionMet(NetworkConnection connection, bool currentlyAdded, out bool notProcessed)
{
notProcessed = false;
/* Returning false immediately indicates no connection will
* meet this condition. */
return false;
}
/// <summary>
/// True if the condition requires regular updates.
/// </summary>
/// <returns></returns>
public override bool Timed()
{
return false;
}
/// <summary>
/// Clones referenced ObserverCondition. This must be populated with your conditions settings.
/// </summary>
/// <returns></returns>
public override ObserverCondition Clone()
{
ServerOnlyCondition copy = ScriptableObject.CreateInstance<ServerOnlyCondition>();
return copy;
}
}
}