[Add] FishNet
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#if FISHNET_THREADED_COLLIDER_ROLLBACK
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using System.Collections.Generic;
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using FishNet.Object;
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using GameKit.Dependencies.Utilities;
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using Unity.Mathematics;
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using UnityEngine;
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namespace FishNet.Component.ColliderRollback
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{
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public class ColliderRollback : NetworkBehaviour
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{
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#region Serialized.
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#pragma warning disable CS0414
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/// <summary>
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/// How to configure the bounding box check.
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/// </summary>
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[Tooltip("How to configure the bounding box check.")]
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[SerializeField]
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private RollbackManager.BoundingBoxType _boundingBox = RollbackManager.BoundingBoxType.Disabled;
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/// <summary>
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/// Physics type to generate a bounding box for.
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/// </summary>
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[Tooltip("Physics type to generate a bounding box for.")]
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[SerializeField]
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private RollbackPhysicsType _physicsType = RollbackPhysicsType.Physics;
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/// <summary>
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/// Size for the bounding box. This is only used when BoundingBox is set to Manual.
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/// </summary>
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[Tooltip("Size for the bounding box.. This is only used when BoundingBox is set to Manual.")]
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[SerializeField]
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private Vector3 _boundingBoxSize = new(3f, 3f, 3f);
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/// <summary>
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/// Center for the bounding box. This is only used when BoundingBox is set to Manual.
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/// </summary>
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[Tooltip("Center for the bounding box.. This is only used when BoundingBox is set to Manual.")]
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[SerializeField]
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private Vector3 _boundingBoxCenter = new(0f, 0f, 0f);
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/// <summary>
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/// Local Rotation for the bounding box. This is only used when BoundingBox is set to Manual.
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/// </summary>
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[Tooltip("Center for the bounding box.. This is only used when BoundingBox is set to Manual.")]
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[SerializeField]
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private Quaternion _boundingBoxLocalRotation = Quaternion.identity;
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/// <summary>
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/// Objects holding colliders which can rollback.
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/// </summary>
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[Tooltip("Objects holding colliders which can rollback.")]
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[SerializeField]
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private GameObject[] _colliderParents = new GameObject[0];
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#pragma warning restore CS0414
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#endregion
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}
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}
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#endif
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