public sealed class ExplicitInterestRuleVisibility a game has decided by hand, which nothing after it may argue with.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The escape hatch every interest scheme needs and few have: a spectator who should see a player across the map, a quest marker that stays visible at any range, an object revealed by a scripted event, a teammate shown through walls. Placed before the distance grid in the chain, which is the whole point — an override the grid could overrule would not be one.
Keyed by NetworkId rather than by Entity, because an override is a decision about the object rather than about the row it currently occupies, and because it is the id a game has in hand when a rule fires.
Fields and properties (1)
public int PlayerCountHow many players have an override of any kind.
Methods (6)
public void Show(PlayerId player, NetworkId id)Shows an object to a player whatever anything after this would say.
public void Hide(PlayerId player, NetworkId id)Hides one from them whatever anything after this would say.
public bool Clear(PlayerId player, NetworkId id)Takes an override off, leaving the rest of the chain to decide.
public void Forget(PlayerId player)Forgets a player who has gone.
public void Forget(NetworkId id)Forgets an object that has been destroyed, for every player.
public Interest Decide(World world, PlayerId player, Entity entity)Decides, or declines to.
Used by (1)
- InterestTestsVixen.Net.Tests