2017-05-10 15:05:02 +02:00
|
|
|
|
using Cyber.Entities.SyncBases;
|
2017-05-12 00:50:11 +02:00
|
|
|
|
using UnityEngine.Networking;
|
2017-05-09 03:25:04 +02:00
|
|
|
|
|
|
|
|
|
namespace Cyber.Networking.Serverside {
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Represents a player on the server. This class is used by the server.
|
|
|
|
|
/// The S stands for "Server".
|
|
|
|
|
/// </summary>
|
2017-05-11 21:00:52 +02:00
|
|
|
|
public class SConnectedPlayer {
|
2017-05-09 03:25:04 +02:00
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The player's connection ID.
|
|
|
|
|
/// </summary>
|
2017-05-12 00:50:11 +02:00
|
|
|
|
public readonly NetworkConnection Connection;
|
2017-05-09 03:25:04 +02:00
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The player's controlled character
|
|
|
|
|
/// </summary>
|
|
|
|
|
public Character Character;
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
2017-05-12 00:50:11 +02:00
|
|
|
|
/// Create a connected player and give it a connection;
|
2017-05-09 03:25:04 +02:00
|
|
|
|
/// </summary>
|
2017-05-12 00:50:11 +02:00
|
|
|
|
/// <param name="connectionID">The player's connection</param>
|
|
|
|
|
public SConnectedPlayer(NetworkConnection connectionID) {
|
|
|
|
|
Connection = connectionID;
|
2017-05-09 03:25:04 +02:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|