UnityEngine.Networking.NetworkProximityChecker.OnRebuildObservers C# (CSharp) Method

OnRebuildObservers() public method

public OnRebuildObservers ( HashSet observers, bool initial ) : bool
observers HashSet
initial bool
return bool
        public override bool OnRebuildObservers(HashSet<NetworkConnection> observers, bool initial)
        {
            if (this.forceHidden)
            {
                NetworkIdentity component = base.GetComponent<NetworkIdentity>();
                if (component.connectionToClient != null)
                {
                    observers.Add(component.connectionToClient);
                }
                return true;
            }
            CheckMethod checkMethod = this.checkMethod;
            if (checkMethod != CheckMethod.Physics3D)
            {
                if (checkMethod != CheckMethod.Physics2D)
                {
                    return false;
                }
            }
            else
            {
                foreach (Collider collider in Physics.OverlapSphere(base.transform.position, (float) this.visRange))
                {
                    NetworkIdentity identity2 = collider.GetComponent<NetworkIdentity>();
                    if ((identity2 != null) && (identity2.connectionToClient != null))
                    {
                        observers.Add(identity2.connectionToClient);
                    }
                }
                return true;
            }
            foreach (Collider2D colliderd in Physics2D.OverlapCircleAll(base.transform.position, (float) this.visRange))
            {
                NetworkIdentity identity3 = colliderd.GetComponent<NetworkIdentity>();
                if ((identity3 != null) && (identity3.connectionToClient != null))
                {
                    observers.Add(identity3.connectionToClient);
                }
            }
            return true;
        }