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Chris Langsenkamp
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4-Space Indention
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MLAPI/MonoBehaviours/Prototyping/NetworkedProximity.cs

Lines changed: 19 additions & 30 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,5 @@
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using MLAPI.MonoBehaviours.Core;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -7,8 +8,8 @@ namespace MLAPI.MonoBehaviours.Prototyping
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/// <summary>
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/// A prototype component to set observers based on distance
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/// </summary>
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[AddComponentMenu("MLAPI/NetworkedProximity")]
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public class NetworkedProximity : NetworkedBehaviour
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[AddComponentMenu("MLAPI/NetworkedProximity2")]
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public class NetworkedProximity2 : NetworkedBehaviour
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{
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/// <summary>
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/// Method to use for checking distance
@@ -55,32 +56,20 @@ public enum CheckMethod
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public CheckMethod CheckType = CheckMethod.Physics3D;
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/// <summary>
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/// Specifies whether this query should hit Triggers.
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/// Specifies whether this query should hit Triggers (Physics3D only.
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/// </summary>
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[Tooltip("Specifies whether this query should hit Triggers (Physics3D only).")]
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public QueryTriggerInteraction queryTriggerInteraction3D = QueryTriggerInteraction.UseGlobal;
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/// <summary>
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/// Min / Max depth range (2D only).
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/// Min / Max depth range (Physics2D only).
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/// </summary>
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[Tooltip("Min / Max depth range (Physics2D only).")]
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public Depth2D depth2D;
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/// <summary>
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private float lastUpdateTime;
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//private void FixedUpdate()
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//{
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// if (!isServer)
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// return;
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// if (Time.time - lastUpdateTime > VisibilityUpdateInterval)
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// {
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// RebuildObservers();
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// lastUpdateTime = NetworkingManager.singleton.NetworkTime;
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// }
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//}
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/// <summary>
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/// Called when a new client connects
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/// </summary>
@@ -165,20 +154,20 @@ public override bool OnRebuildObservers(HashSet<uint> observers)
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return false;
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}
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}
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}
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[System.Serializable]
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public class Depth2D
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{
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/// <summary>
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/// Only include objects with a Z coordinate (depth) greater than or equal to this value.
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/// </summary>
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[Tooltip("Only include objects with a Z coordinate (depth) greater than or equal to this value.")]
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public float minDepth = -Mathf.Infinity;
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[System.Serializable]
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public class Depth2D
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{
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/// <summary>
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/// Only include objects with a Z coordinate (depth) greater than or equal to this value.
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/// </summary>
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[Tooltip("Only include objects with a Z coordinate (depth) greater than or equal to this value.")]
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public float minDepth = -Mathf.Infinity;
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/// <summary>
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/// Only include objects with a Z coordinate (depth) less than or equal to this value.
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/// </summary>
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[Tooltip("Only include objects with a Z coordinate (depth) less than or equal to this value.")]
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public float maxDepth = Mathf.Infinity;
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/// <summary>
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/// Only include objects with a Z coordinate (depth) less than or equal to this value.
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/// </summary>
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[Tooltip("Only include objects with a Z coordinate (depth) less than or equal to this value.")]
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public float maxDepth = Mathf.Infinity;
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}
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}

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