mirror of
https://github.com/Kaveinator/NetickProForUnity.git
synced 2025-10-26 09:49:06 -07:00
- 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.
26 lines
685 B
C#
26 lines
685 B
C#
using UnityEngine;
|
|
using Netick;
|
|
using Netick.Unity;
|
|
|
|
namespace Netick.Samples.Bomberman
|
|
{
|
|
public class Block : NetworkBehaviour
|
|
{
|
|
// Networked Properties
|
|
[Networked]
|
|
public NetworkBool Visible { get; set; } = true;
|
|
|
|
[OnChanged(nameof(Visible))]
|
|
private void OnVisibleChanged(OnChangedData onChangedData)
|
|
{
|
|
// for visual components, don't use "enabled" property when you want to disable/enable it, instead use SetEnabled().
|
|
// -- GetComponent<Renderer>().enabled = Visible; #### Not like this.
|
|
|
|
GetComponent<Renderer>().SetEnabled(Sandbox, Visible); // #### Like this.
|
|
|
|
GetComponent<BoxCollider>().enabled = Visible;
|
|
}
|
|
}
|
|
}
|
|
|