18 lines
827 B
C#
18 lines
827 B
C#
using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Client -> server request to move the sender's player between world regions (base <-> expedition).
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/// A one-off action, so an RPC (not a per-tick predicted input), mirroring <see cref="StorageOpRequest"/>.
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/// TargetRegion is a byte (see <see cref="RegionId"/>) to keep the generated serializer trivial. The
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/// server teleports the sender's player to the region origin and flips its <see cref="RegionTag"/>, which
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/// re-scopes GhostRelevancy so the client gains the target region's ghosts and drops the old region's.
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/// </summary>
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public struct RegionTransitRequest : IRpcCommand
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{
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/// <summary>Destination region id (see <see cref="RegionId"/>).</summary>
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public byte TargetRegion;
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}
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}
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