Goal Description
It would be nice if we could set a predicate on admin toys to determine which clients should receive it.
It should be able to pass it into AdminToy.Create<T>(), so that it gets checked before even spawning the toy.
This would potentially require SL to write a custom interest management component if it doesn't have one (which seems to be the case). Otherwise maybe manually send spawn messages to select clients instead.
Notes
- A simple
Func<Player, bool> would work pretty well in my opinion.
- Should default to
null.
Example
var toy = AdminToy.Create<SpeakerToy>(position, rotation, scale, parent, (ply) =>
{
return ply.Team == Team.SCPs;
});
Goal Description
It would be nice if we could set a predicate on admin toys to determine which clients should receive it.
It should be able to pass it into
AdminToy.Create<T>(), so that it gets checked before even spawning the toy.This would potentially require SL to write a custom interest management component if it doesn't have one (which seems to be the case). Otherwise maybe manually send spawn messages to select clients instead.
Notes
Func<Player, bool>would work pretty well in my opinion.null.Example