refactor: NetworkTransform.SetState shouldGhostsInterpolate parameter [MTT-4462] (#2228)
* refactor MTT-4462 Renaming shouldGhostsInterpolate to teleportDisabled for better clarity of what that parameter does. While renaming it to isTeleporting would make more sense, that could potentially become a breaking change, and so the next best parameter name would be "teleportDisabled" which would not break users that use this parameter currently.
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@ -13,6 +13,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Changed
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- The default listen address of `UnityTransport` is now 0.0.0.0. (#2307)
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- Renamed the NetworkTransform.SetState parameter `shouldGhostsInterpolate` to `teleportDisabled` for better clarity of what that parameter does. (#2228)
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### Fixed
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- Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
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@ -1092,10 +1092,9 @@ namespace Unity.Netcode.Components
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/// <param name="posIn"></param> new position to move to. Can be null
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/// <param name="rotIn"></param> new rotation to rotate to. Can be null
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/// <param name="scaleIn">new scale to scale to. Can be null</param>
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/// <param name="shouldGhostsInterpolate">Should other clients interpolate this change or not. True by default</param>
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/// new scale to scale to. Can be null
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/// <param name="teleportDisabled">When true (the default) the <see cref="NetworkObject"/> will not be teleported and, if enabled, will interpolate. When false the <see cref="NetworkObject"/> will teleport/apply the parameters provided immediately.</param>
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/// <exception cref="Exception"></exception>
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public void SetState(Vector3? posIn = null, Quaternion? rotIn = null, Vector3? scaleIn = null, bool shouldGhostsInterpolate = true)
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public void SetState(Vector3? posIn = null, Quaternion? rotIn = null, Vector3? scaleIn = null, bool teleportDisabled = true)
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{
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if (!IsSpawned)
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{
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@ -1119,16 +1118,16 @@ namespace Unity.Netcode.Components
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{
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m_ClientIds[0] = OwnerClientId;
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m_ClientRpcParams.Send.TargetClientIds = m_ClientIds;
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SetStateClientRpc(pos, rot, scale, !shouldGhostsInterpolate, m_ClientRpcParams);
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SetStateClientRpc(pos, rot, scale, !teleportDisabled, m_ClientRpcParams);
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}
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else // Preserving the ability for server authoritative mode to accept state changes from owner
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{
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SetStateServerRpc(pos, rot, scale, !shouldGhostsInterpolate);
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SetStateServerRpc(pos, rot, scale, !teleportDisabled);
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}
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return;
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}
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SetStateInternal(pos, rot, scale, !shouldGhostsInterpolate);
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SetStateInternal(pos, rot, scale, !teleportDisabled);
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}
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/// <summary>
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