using FishNet.Connection; using FishNet.Managing.Timing; using FishNet.Object; using FishNet.Serializing; using FishNet.Transporting; using GameKit.Utilities; using System.Collections.Generic; using UnityEngine; namespace FishNet.Managing.Client { public sealed partial class ClientManager : MonoBehaviour { #region Internal. /// /// How many ticks between each LOD update. /// public uint LevelOfDetailInterval => NetworkManager.TimeManager.TimeToTicks(0.5d, TickRounding.RoundUp); #endregion #region Private. /// /// Positions of the player objects. /// private List _objectsPositionsCache = new List(); /// /// Next index within Spawned to update the LOD on. /// private int _nextLodNobIndex; #endregion /// /// Sends a level of update if conditions are met. /// /// True to force send a full update immediately. /// This may be useful when teleporting clients. /// This must be called by on the server by using ServerManager.ForceLodUpdate(NetworkConnection). /// internal void TrySendLodUpdate(uint localTick, bool forceFullUpdate) { } } }