[Add] FishNet

This commit is contained in:
2026-03-30 20:11:57 +07:00
parent ee793a3361
commit c22c08753a
1797 changed files with 197950 additions and 1 deletions
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using FishNet.Managing.Timing;
using FishNet.Object;
using UnityEngine;
namespace FishNet.Component.Transforming.Beta
{
[System.Serializable]
public struct InitializationSettings
{
/// <summary>
/// While this script is typically placed on a nested graphical object, the targetTransform would be the object which moves every tick; the TargetTransform can be the same object this script resides but may not be a rigidbody if true;
/// </summary>
[Tooltip("While this script is typically placed on a nested graphical object, the targetTransform would be the object which moves every tick; the TargetTransform can be the same object this script resides but may not be a rigidbody if true;")]
[SerializeField]
public Transform TargetTransform;
/// <summary>
/// The transform which is smoothed.
/// </summary>
[Tooltip("The transform which is smoothed.")]
[System.NonSerialized]
internal Transform GraphicalTransform;
/// <summary>
/// True to detacth this object from its parent on client start.
/// </summary>
[Tooltip("True to detach this object from it's parent on client start.")]
public bool DetachOnStart;
/// <summary>
/// True to re-attach this object to it's parent on client stop.
/// </summary>
[Tooltip("True to re-attach this object to it's parent on client stop.")]
public bool AttachOnStop;
/// <summary>
/// True to begin moving soon as movement data becomes available. Movement will ease in until at interpolation value. False to prevent movement until movement data count meet interpolation.
/// </summary>
/// <remarks>This is not yet used.</remarks>
[Tooltip("True to begin moving soon as movement data becomes available. Movement will ease in until at interpolation value. False to prevent movement until movement data count meet interpolation.")]
public bool MoveImmediately => false;
/// <summary>
/// NetworkBehaviour which initialized these settings. This value may be null if not initialized from a NetworkBehaviour.
/// </summary>
[System.NonSerialized]
internal NetworkBehaviour InitializingNetworkBehaviour;
/// <summary>
/// TimeManager initializing these settings.
/// </summary>
[System.NonSerialized]
internal TimeManager InitializingTimeManager;
/// <summary>
/// True to disable smoothing when the NetworkObject enables prediction, specifies a NetworkTransform to use, and that NetworkTransform is currently smoothing.
/// </summary>
[System.NonSerialized]
internal bool FavorPredictionNetworkTransform;
public void SetNetworkedRuntimeValues(NetworkBehaviour initializingNetworkBehaviour, Transform graphicalTransform, bool favorPredictionNetworkTransform)
{
InitializingNetworkBehaviour = initializingNetworkBehaviour;
InitializingTimeManager = initializingNetworkBehaviour.TimeManager;
GraphicalTransform = graphicalTransform;
FavorPredictionNetworkTransform = favorPredictionNetworkTransform;
}
/// <summary>
/// Sets values used at runtime. NetworkBehaviour is nullified when calling this method.
/// </summary>
public void SetOfflineRuntimeValues(TimeManager timeManager, Transform graphicalTransform)
{
GraphicalTransform = graphicalTransform;
InitializingTimeManager = timeManager;
InitializingNetworkBehaviour = null;
FavorPredictionNetworkTransform = false;
}
}
}