forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			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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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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        /// <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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            NetworkManager.ServerManager.Broadcast(Observers, message, requireAuthenticated, channel);
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        }
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    }
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}
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