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Fixed misleading example about NetworkList #854

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54 changes: 51 additions & 3 deletions docs/basics/networkvariable.md
Original file line number Diff line number Diff line change
Expand Up @@ -332,9 +332,57 @@ public class PlayerState : NetworkBehaviour
// The weapon booster currently applied to a player
private NetworkVariable<WeaponBooster> PlayerWeaponBooster = new NetworkVariable<WeaponBooster>();

// A list of team members active "area weapon boosters" that could be applied if the local player
// is within their range.
private NetworkList<AreaWeaponBooster> TeamAreaWeaponBoosters = new NetworkList<AreaWeaponBooster>();
/// <summary>
/// A list of team members active "area weapon boosters" that could be applied if the local player
/// is within their range.
/// </summary>
private NetworkList<AreaWeaponBooster> TeamAreaWeaponBoosters;

void Awake()
{
//NetworkList can't be initialized at declaration time like NetworkVariable. It must be initialized in Awake instead.
TeamAreaWeaponBoosters = new NetworkList<AreaWeaponBooster>();
}

void Start()
{
/*At this point, the object has not been network spawned yet, so you're not allowed to edit network variables! */
//list.Add(new AreaWeaponBooster());
}

void Update()
{
//This is just an example that shows how to add an element to the list after its initialization:
if (!IsServer) { return; } //remember: only the server can edit the list
if (Input.GetKeyUp(KeyCode.UpArrow))
{
TeamAreaWeaponBoosters.Add(new AreaWeaponBooster()));
}
}

public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
if (IsClient)
{
TeamAreaWeaponBoosters.OnListChanged += OnClientListChanged;
}
if (IsServer)
{
TeamAreaWeaponBoosters.OnListChanged += OnServerListChanged;
TeamAreaWeaponBoosters.Add(new AreaWeaponBooster()); //if you want to initialize the list with some default values, this is a good time to do so.
}
}

void OnServerListChanged(NetworkListEvent<AreaWeaponBooster> changeEvent)
{
Debug.Log($"[S] The list changed and now contains {TeamAreaWeaponBoosters.Count} elements");
}

void OnClientListChanged(NetworkListEvent<AreaWeaponBooster> changeEvent)
{
Debug.Log($"[C] The list changed and now contains {TeamAreaWeaponBoosters.Count} elements");
}
}

/// <summary>
Expand Down