RustDedicated/Assembly-CSharp/SoundSource.cs
2025-05-25 05:29:54 +09:30

39 lines
701 B
C#

using System;
using System.Collections.Generic;
using UnityEngine;
public class SoundSource : MonoBehaviour, IClientComponentEx, ILOD
{
[Serializable]
public class OcclusionPoint
{
public Vector3 offset = Vector3.zero;
public bool isOccluded;
}
[Header("Occlusion")]
public bool handleOcclusionChecks;
public LayerMask occlusionLayerMask;
public List<OcclusionPoint> occlusionPoints = new List<OcclusionPoint>();
public bool isOccluded;
public float occlusionAmount;
public float lodDistance = 100f;
public bool inRange;
public virtual void PreClientComponentCull(IPrefabProcessor p)
{
p.RemoveComponent(this);
}
public bool IsSyncedToParent()
{
return false;
}
}