Class AllCharactersTargetSelector
Selects every scene UnityEngine.GameObject with a component that implements ICharacter.
[Serializable]
public class AllCharactersTargetSelector : TargetSelector
- Inheritance
-
AllCharactersTargetSelector
- Inherited Members
Fields
IncludeInactive
True to include inactive GameObjects when collecting scene characters.
[Tooltip("True to include inactive GameObjects when collecting scene characters.")]
public bool IncludeInactive
Field Value
IncludeUnspawned
True to include characters that are not currently spawned.
[Tooltip("True to include characters that are not currently spawned.")]
public bool IncludeUnspawned
Field Value
Methods
SelectTargets(EventData)
Returns all GameObjects in the context's scene that have a component implementing ICharacter.
public override IEnumerable<GameObject> SelectTargets(EventData eventData)
Parameters
eventDataEventDataThe event data driving the selection.
Returns
- IEnumerable<GameObject>
An enumerable of character GameObjects, ordered by network identity.
Remarks
Server only. This feeds gameplay — it is the fan-out behind "everyone in the zone" effects — so it resolves where those effects are authoritative, for the same reason the physics selectors do.
Ordered. FindObjectsByType is called with FindObjectsSortMode.None,
which returns whatever order the scene's object registry happens to hold — not the
hierarchy order, and not the same order twice. Anything downstream that caps the set,
stops at the first match, or rolls against it was choosing arbitrarily. Sorting by network
identity costs one pass and makes the fan-out reproducible.