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

55 lines
2.2 KiB
C#

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