using FishNet.Connection;
using FishNet.Object;
using FishNet.Observing;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace FishNet.Component.Observing
{
///
/// When this observer condition is placed on an object, a client must be within the specified grid accuracy to view the object.
///
[CreateAssetMenu(menuName = "FishNet/Observers/Grid Condition", fileName = "New Grid Condition")]
public class GridCondition : ObserverCondition
{
///
/// Returns if the object which this condition resides should be visible to connection.
///
/// Connection which the condition is being checked for.
/// True if the connection currently has visibility of this object.
/// True if the condition was not processed. This can be used to skip processing for performance. While output as true this condition result assumes the previous ConditionMet value.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override bool ConditionMet(NetworkConnection connection, bool currentlyAdded, out bool notProcessed)
{
//If here then checks are being processed.
notProcessed = false;
return connection.HashGridEntry.NearbyEntries.Contains(base.NetworkObject.HashGridEntry);
}
///
/// How a condition is handled.
///
///
public override ObserverConditionType GetConditionType() => ObserverConditionType.Timed;
///
/// Clones referenced ObserverCondition. This must be populated with your conditions settings.
///
///
public override ObserverCondition Clone()
{
GridCondition copy = ScriptableObject.CreateInstance();
return copy;
}
}
}