Table of Contents

Struct AbilityActivationReplicateData

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

Replicate data for ability activation, used internally by AbilityController. The unified CharacterReplicateData is what FishNet serializes for prediction.

public struct AbilityActivationReplicateData : IReplicateData
Implements
IReplicateData
Inherited Members

Constructors

AbilityActivationReplicateData(int, long)

Initializes a new instance of the AbilityActivationReplicateData struct.

public AbilityActivationReplicateData(int activationFlags, long queuedAbilityID)

Parameters

activationFlags int

Activation flags (IsHeld, IsConsumable, etc. are encoded here).

queuedAbilityID long

Queued ability or consumable template ID.

Fields

ActivationFlags

Flags representing the activation state.

public int ActivationFlags

Field Value

int

QueuedAbilityID

The ID of the queued ability or consumable template. Typed as long to match ID for ability activations. Consumable activations store template IDs which fit in int but use long for uniformity.

public long QueuedAbilityID

Field Value

long

Methods

Dispose()

Disposes the replicate data (no-op).

public void Dispose()

GetPredictionTick()

Returns the network tick for this replicate input as a PredictionTick. This is the only sanctioned way to produce a PredictionTick — use it as the currentTick argument from within the prediction pipeline.

public PredictionTick GetPredictionTick()

Returns

PredictionTick

GetTick()

Gets the network tick value.

public uint GetTick()

Returns

uint

The tick value.

SetTick(uint)

Sets the network tick value.

public void SetTick(uint value)

Parameters

value uint

Tick value.