Allows a GameObject's Components to listen to changes in ownership state.
public interface IGameObjectNetworkEvents : ISceneEvent<IGameObjectNetworkEvents>
{
/// <summary>
/// Called when the owner of a network GameObject is changed
/// </summary>
void NetworkOwnerChanged( Connection newOwner, Connection previousOwner ) { }
/// <summary>
/// We have become the controller of this object, we are no longer a proxy
/// </summary>
void StartControl() { }
/// <summary>
/// This object has become a proxy, controlled by someone else
/// </summary>
void StopControl() { }
}
This event is only targetted at a single GameObject - the one that is changing.