using FishNet.Object; using UnityEngine; namespace FishNet.Component.ColliderRollback { public class ColliderRollback : NetworkBehaviour { #region Types. internal enum BoundingBoxType { /// /// Disable this feature. /// Disabled, /// /// Manually specify the dimensions of a bounding box. /// Manual, } #endregion #region Serialized. /// /// How to configure the bounding box check. /// [Tooltip("How to configure the bounding box check.")] [SerializeField] private BoundingBoxType _boundingBox = BoundingBoxType.Disabled; /// /// Physics type to generate a bounding box for. /// [Tooltip("Physics type to generate a bounding box for.")] [SerializeField] private RollbackPhysicsType _physicsType = RollbackPhysicsType.Physics; /// /// Size for the bounding box. This is only used when BoundingBox is set to Manual. /// [Tooltip("Size for the bounding box.. This is only used when BoundingBox is set to Manual.")] [SerializeField] private Vector3 _boundingBoxSize = new Vector3(3f, 3f, 3f); /// /// Objects holding colliders which can rollback. /// [Tooltip("Objects holding colliders which can rollback.")] [SerializeField] private GameObject[] _colliderParents = new GameObject[0]; #endregion } }