32 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using FishNet.Broadcast;
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| using FishNet.Managing;
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| using FishNet.Transporting;
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| using UnityEngine;
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| 
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| namespace FishNet.Object
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| {
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|     public sealed partial class NetworkObject : MonoBehaviour
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|     {
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| 
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|         /// <summary>
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|         /// Sends a broadcast to Observers on this NetworkObject.
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|         /// </summary>
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|         /// <typeparam name="T">Type of broadcast to send.</typeparam>
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|         /// <param name="message">Broadcast data being sent; for example: an instance of your broadcast type.</param>
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|         /// <param name="requireAuthenticated">True if the client must be authenticated for this broadcast to send.</param>
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|         /// <param name="channel">Channel to send on.</param>
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|         public void Broadcast<T>(T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable) where T : struct, IBroadcast
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|         {
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|             if (NetworkManager == null)
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|             {
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|                 NetworkManager.StaticLogWarning($"Cannot send broadcast from {gameObject.name}, NetworkManager reference is null. This may occur if the object is not spawned or initialized.");
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|                 return;
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|             }
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| 
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|             NetworkManager.ServerManager.Broadcast(Observers, message, requireAuthenticated, channel);
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|         }
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|     }
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| 
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| }
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| 
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