VelNet-Unity/Runtime/NetworkObject.cs

64 lines
1.9 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace VelNet
{
/// <summary>
/// This is a base class for all objects that a player can instantiated/owned
/// </summary>
public class NetworkObject : MonoBehaviour
{
[Header("NetworkObject properties")]
public VelNetPlayer owner;
[Tooltip("Whether this object's ownership is transferrable. Should be true for player objects.")]
public bool ownershipLocked;
public bool IsMine => owner != null && owner.isLocal;
/// <summary>
/// This is forged from the combination of the creator's id (-1 in the case of a scene object) and an object id, so it's always unique for a room
/// </summary>
public string networkId;
/// <summary>
/// This may be empty if it's not a prefab (scene object)
/// </summary>
public string prefabName;
public bool isSceneObject;
public List<NetworkComponent> syncedComponents;
public void SendBytes(NetworkComponent component, byte[] message, bool reliable = true)
{
if (!IsMine)
{
Debug.LogError("Can't send message if owner is null or not local", this);
return;
}
// send the message and an identifier for which component it belongs to
int index = syncedComponents.IndexOf(component);
owner.SendMessage(this, index.ToString(), message, reliable);
}
public void SendBytesToGroup(NetworkComponent component, string group, byte[] message, bool reliable = true)
{
if (!IsMine)
{
Debug.LogError("Can't send message if owner is null or not local", this);
return;
}
// send the message and an identifier for which component it belongs to
int index = syncedComponents.IndexOf(component);
owner.SendGroupMessage(this, group, index.ToString(), message, reliable);
}
public void ReceiveBytes(string identifier, byte[] message)
{
// send the message to the right component
syncedComponents[int.Parse(identifier)].ReceiveBytes(message);
}
}
}