Networked
namespace Griff.Scenes;
public sealed class Networked : ComponentHow an entity takes part in a network game. Without one, an entity is shared (or local, if it’s a camera, HUD or menu) and belongs to nobody. Players’ characters get one by themselves, saying whose they are.
This is a component: its saved properties are on its component page.
Properties
Section titled “Properties”AlwaysSent
Section titled “AlwaysSent”public bool AlwaysSent { get; set; }Always sent to everyone, however far away (see ViewDistance): a boss, a goal.
Movement
Section titled “Movement”public NetMovement Movement { get; set; }For a player’s character: who moves it.
public int Owner { get; set; }The number of the player it belongs to (their character, or what they fired), set by the game; 0 for nobody. What it hits counts for them, and their team.
public NetSync Sync { get; set; }Shared with everyone, or each machine’s own.
Methods
Section titled “Methods”OwnerIdOf
Section titled “OwnerIdOf”public static int OwnerIdOf(Entity? entity)The number of the player entity belongs to: the Owner of the nearest of it and its parents that has one, or 0 if none does.