mirror of
https://github.com/Kaveinator/NetickProForUnity.git
synced 2025-10-26 09:49:06 -07:00
- Added `OnSceneOperationBegan` and `OnSceneOperationDone`. These are network events for when a scene load/unload operation begins and when it is finished, they offer more information than the older equivalent methods. `OnSceneLoadStarted` and `OnSceneLoaded` are now marked as `[Obsolete]` and will be removed in the future. - Added `Teleport` method to `NetworkTransform`, `NetworkRigidbody`, and `NetworkRigidbody2D`. This allows you to skip interpolation for one tick. - Fixed an issue causing scene objects to not get destroyed for late joiners.
26 lines
743 B
C#
26 lines
743 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;
|
|
}
|
|
}
|
|
}
|
|
|