Core Game Loop Additions
This commit is contained in:
@@ -0,0 +1,17 @@
|
||||
using Unity.NetCode;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Client -> server request to move the sender's player between world regions (base <-> expedition).
|
||||
/// A one-off action, so an RPC (not a per-tick predicted input), mirroring <see cref="StorageOpRequest"/>.
|
||||
/// TargetRegion is a byte (see <see cref="RegionId"/>) to keep the generated serializer trivial. The
|
||||
/// server teleports the sender's player to the region origin and flips its <see cref="RegionTag"/>, which
|
||||
/// re-scopes GhostRelevancy so the client gains the target region's ghosts and drops the old region's.
|
||||
/// </summary>
|
||||
public struct RegionTransitRequest : IRpcCommand
|
||||
{
|
||||
/// <summary>Destination region id (see <see cref="RegionId"/>).</summary>
|
||||
public byte TargetRegion;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user