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
}
}