Files
2026-03-30 20:11:57 +07:00

33 lines
1.5 KiB
C#

using FishNet.Connection;
using FishNet.Observing;
using UnityEngine;
namespace FishNet.Component.Observing
{
/// <summary>
/// This condition makes an object only visible to the owner.
/// </summary>
[CreateAssetMenu(menuName = "FishNet/Observers/Owner Only Condition", fileName = "New Owner Only Condition")]
public class OwnerOnlyCondition : 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>
/// How a condition is handled.
/// </summary>
/// <returns></returns>
public override ObserverConditionType GetConditionType() => ObserverConditionType.Normal;
}
}