Struct EquipmentObservedSlotBroadcast
Tells everyone observing a character that one of its equipment slots changed.
public struct EquipmentObservedSlotBroadcast : IBroadcast
- Implements
-
IBroadcast
- Inherited Members
Remarks
FishNet state forwarding is off, so a peer's EquipmentController is only ever filled
by the spawn payload; the equip/unequip acknowledgements go to the requesting owner alone.
Without this message an observer would keep rendering whatever a character wore when it
came into view. Sent server → observers (owner excluded — it has the acknowledgement and
the reconcile) on the reliable channel: equipment changes are rare and event driven, and a
dropped one has no self-correcting replacement short of the observer leaving and re-entering
range.
Carries only what an observer can use. An observer never holds the item's inventory
identity, so the instance id and stack size that the owner-shaped spawn payload carries are
omitted; template plus seed is exactly what EquipmentVisualController needs to pick a
mesh.
Fields
CharacterObjectID
NetworkObject id of the character whose slot changed.
public int CharacterObjectID
Field Value
Remarks
A broadcast is not addressed to a NetworkBehaviour the way an RPC is; the handler is registered once per client and resolves the target through the spawned-object map.
Seed
Generation seed of the item now in the slot (0 when not generated or empty).
public int Seed
Field Value
Slot
Equipment slot that changed (byte cast of ItemSlot).
public byte Slot
Field Value
TemplateID
Template now in the slot, or 0 when the slot was emptied.
public int TemplateID
Field Value
Properties
IsEmpty
True when this message empties the slot rather than filling it.
public bool IsEmpty { get; }