Struct ShrineBroadcast
Server → Client broadcast answering a shrine interaction.
public struct ShrineBroadcast : IBroadcast
- Implements
-
IBroadcast
- Inherited Members
Remarks
Sent on refusal as well as on success. A shrine now has a per-character cooldown, and a refusal that sent nothing back would be indistinguishable from a lost packet — the player presses the key and the world does not react, which is the dead-keypress failure this codebase has had to chase out of several other paths. RemainingCooldownSeconds is what lets the client say why rather than merely that nothing happened.
Fields
InteractableID
ID of the shrine interactable.
public long InteractableID
Field Value
RemainingCooldownSeconds
Seconds until this character may use the shrine again. 0 when it is ready.
public float RemainingCooldownSeconds
Field Value
Success
True when the shrine's effects were actually applied.
public bool Success
Field Value
TemplateID
Template ID of the shrine.
public int TemplateID