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https://github.com/Kaveinator/NetickProForUnity.git
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Read the description for detailed changes.
- Added `Sandbox.Players`: a synchronized list of `NetworkPlayerId` structs representing connected players. - Added `Sandbox.Events.OnPlayerJoined` and `Sandbox.Events.OnPlayerLeft` callbacks, synchronized across all clients. - Changed internal interpolation of quaternions to use `Slerp` instead of `Lerp`. - Fixed a potential crash caused by undefined behavior when reaching `NetickConfig.MaxPlayers` and destroying network objects. - Fixed an issue where sandbox-loaded scenes were not being unloaded during shutdown. - Fixed a bug preventing Prediction Error Correction from functioning correctly.
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@@ -4,22 +4,22 @@ using Netick.Unity;
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namespace Netick.Samples.Bomberman
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{
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public class Block : NetworkBehaviour
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public class Block : NetworkBehaviour
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{
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// Networked Properties
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[Networked]
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public NetworkBool Visible { get; set; } = true;
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[OnChanged(nameof(Visible))]
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private void OnVisibleChanged(OnChangedData onChangedData)
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{
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// Networked Properties
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[Networked]
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public NetworkBool Visible { get; set; } = true;
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// for visual components, don't use "enabled" property when you want to disable/enable it, instead use SetEnabled().
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// -- GetComponent<Renderer>().enabled = Visible; #### Not like this.
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[OnChanged(nameof(Visible))]
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private void OnVisibleChanged(OnChangedData onChangedData)
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{
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// for visual components, don't use "enabled" property when you want to disable/enable it, instead use SetEnabled().
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// -- GetComponent<Renderer>().enabled = Visible; #### Not like this.
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GetComponent<Renderer>().SetEnabled(Sandbox, Visible); // #### Like this.
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GetComponent<Renderer>().SetEnabled(Sandbox, Visible); // #### Like this.
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GetComponent<BoxCollider>().enabled = Visible;
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}
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GetComponent<BoxCollider>().enabled = Visible;
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}
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}
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}
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