Свойство | Type | Description | |
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RPCOnMasterClientSwitched | void | ||
RPCOnMasterClientSwitched | void | ||
RPCOnNetworkPlayerConnected | void | ||
RPCOnNetworkPlayerConnected | void | ||
RPCOnNetworkPlayerDisconnected | void | ||
RPCOnNetworkPlayerDisconnected | void | ||
RPCSetPlayerCustomFloat | void | ||
RPCSetPlayerCustomFloat | void | ||
RPCSetPlayerCustomInt | void | ||
RPCSetPlayerCustomInt | void | ||
RPCSetPlayerCustomString | void | ||
RPCSetPlayerCustomString | void | ||
RPCValidationFinished | void |
Méthode | Description | |
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Awake ( ) : void | ||
BroadcastCustomProperty ( RPCMode target, NetworkPlayer owner, string key, object data ) : void |
Called by a client or a server to broadcast their custom property to all other players
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BroadcastCustomProperty ( uLink target, uLink owner, string key, object data ) : void |
Called by a client or a server to broadcast their custom property to all other players
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ClearHostList ( ) : void |
Clear the host list which was received by MasterServer.PollHostList.
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Connect ( string IP, int remotePort ) : NetworkConnectionError |
Connect the specified IP and remotePort.
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Connect ( string IP, int remotePort ) : uLink.NetworkConnectionError |
Connect the specified IP and remotePort.
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Destroy ( GameObject go ) : void |
Destroy the specified game object.
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Disconnect ( ) : void |
Disconnects from the server.
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GetCustomPlayerProperty ( NetworkPlayer player, string key ) : object |
Called by a server or a client to get a custom player property.
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GetCustomPlayerProperty ( uLink player, string key ) : object |
Called by a server or a client to get a custom player property.
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InitializeServer ( string gameName, int connections, int listenPort ) : void |
Initializes the server.
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Instantiate ( string prefabName, Vector3 position, Quaternion rotation, int group ) : GameObject |
Instantiates a game object and invokes a RPCNetworkInstantiate call if there are any additional arguments to send them to the object.
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Instantiate ( string prefabName, Vector3 position, Quaternion rotation, int group ) : void |
Instantiates a game object
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InstantiateClientObject ( uLink owner, string prefabName, Vector3 position, Quaternion rotation, int group ) : void |
Instantiates a game object
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InstantiateSceneObject ( string prefabName, Vector3 position, Quaternion rotation, int group ) : GameObject |
Instantiate a scene-owned prefab over the network. For Unity native networking purposes, this is a fancy way of telling the server to instantiate the object Only the master client can Instantiate scene objects. |
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InstantiateSceneObject ( string prefabName, Vector3 position, Quaternion rotation, int group ) : void |
Instantiate a "scene-owned" prefab over the network. The idea is that it would persist even if the master client left the game. Because we are an authoritative client-server model, however, this function is pretty much the same as Instantiate except it absolutely must be called by the server. (The Photon networking model had a standalone server that designated players as "masters" to be an authority on things). Only the master client can Instantiate scene objects. |
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OnConnectedToServer ( ) : void |
Called on the client when you have successfully connected to a server.
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OnDisconnectedFromServer ( NetworkDisconnection info ) : void |
Called on the client when the connection was lost or you disconnected from the server.
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OnFailedToConnect ( NetworkConnectionError error ) : void |
Called on the client when a connection attempt fails for some reason.
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OnPlayerConnected ( NetworkPlayer player ) : void |
Called on the server whenever a new player has successfully connected.
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OnPlayerDisconnected ( NetworkPlayer player ) : void |
Called on the server whenever a player is disconnected from the server.
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OnServerInitialized ( ) : void |
Called on the server whenever a Network.InitializeServer was invoked and has completed.
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PollHostList ( ) : HostData[] |
Check for the latest host list received by using MasterServer.RequestHostList.
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PollHostList ( ) : uLink.HostData[] |
Check for the latest host list received by using MasterServer.RequestHostList.
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RequestHostList ( ) : void |
Request a host list from the master server.
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SetPlayerCustomProperties ( Hashtable ht ) : void |
Called by a server or a client to set several custom properties for your own player
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SetPlayerCustomProperties ( Hashtable ht, bool broadcast ) : void |
Called by a server or a client to set several custom properties for your own player
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SetPlayerCustomProperty ( NetworkPlayer player, string key, object data ) : void |
Called by a server or a client to set the custom property for a player in the game.
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SetPlayerCustomProperty ( uLink player, string key, object data ) : void |
Called by a server or a client to set the custom property for a player in the game.
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uLink_OnConnectedToServer ( ) : void |
Called on the client when you have successfully connected to a server.
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uLink_OnDisconnectedFromServer ( uLink info ) : void |
Called on the client when the connection was lost or you disconnected from the server.
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uLink_OnFailedToConnect ( uLink error ) : void |
Called on the client when a connection attempt fails for some reason.
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uLink_OnHandoverTimeout ( uLink player ) : void |
Called on the server whenever a player fails to connect to the server in a timely manner
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uLink_OnPlayerApproval ( uLink approval ) : void |
Called on the server when approving a new player to join the game
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uLink_OnPlayerConnected ( uLink player ) : void |
Called on the server whenever a new player has successfully connected.
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uLink_OnPlayerDisconnected ( uLink player ) : void |
Called on the server whenever a player is disconnected from the server.
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uLink_OnServerInitialized ( ) : void |
Called on the server whenever a Network.InitializeServer was invoked and has completed.
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uLink_OnServerUninitialized ( ) : void |
Called on the server whenever a Disconnect was invoked and has completed.
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Méthode | Description | |
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RPCOnMasterClientSwitched ( NetworkPlayer player ) : void | ||
RPCOnMasterClientSwitched ( uLink player ) : void | ||
RPCOnNetworkPlayerConnected ( NetworkPlayer player ) : void | ||
RPCOnNetworkPlayerConnected ( uLink player ) : void | ||
RPCOnNetworkPlayerDisconnected ( NetworkPlayer player ) : void | ||
RPCOnNetworkPlayerDisconnected ( uLink player ) : void | ||
RPCSetPlayerCustomFloat ( NetworkPlayer player, string key, float data ) : void | ||
RPCSetPlayerCustomFloat ( uLink player, string key, float data ) : void | ||
RPCSetPlayerCustomInt ( NetworkPlayer player, string key, int data ) : void | ||
RPCSetPlayerCustomInt ( uLink player, string key, int data ) : void | ||
RPCSetPlayerCustomString ( NetworkPlayer player, string key, string data ) : void | ||
RPCSetPlayerCustomString ( uLink player, string key, string data ) : void | ||
RPCValidationFinished ( ) : void |
public BroadcastCustomProperty ( RPCMode target, NetworkPlayer owner, string key, object data ) : void | ||
target | RPCMode | |
owner | NetworkPlayer | |
key | string | /// Key. /// |
data | object | /// Data. /// |
Résultat | void |
public BroadcastCustomProperty ( uLink target, uLink owner, string key, object data ) : void | ||
target | uLink | |
owner | uLink | |
key | string | /// Key. /// |
data | object | /// Data. /// |
Résultat | void |
public static Connect ( string IP, int remotePort ) : NetworkConnectionError | ||
IP | string | /// IP address. /// |
remotePort | int | /// Connect to the specified host (ip or domain name) and server port. /// |
Résultat | NetworkConnectionError |
public static Connect ( string IP, int remotePort ) : uLink.NetworkConnectionError | ||
IP | string | /// IP address. /// |
remotePort | int | /// Connect to the specified host (ip or domain name) and server port. /// |
Résultat | uLink.NetworkConnectionError |
public static Destroy ( GameObject go ) : void | ||
go | GameObject | /// The game object /// |
Résultat | void |
public static GetCustomPlayerProperty ( NetworkPlayer player, string key ) : object | ||
player | NetworkPlayer | /// Player. /// |
key | string | /// Key. /// |
Résultat | object |
public static GetCustomPlayerProperty ( uLink player, string key ) : object | ||
player | uLink | /// Player. /// |
key | string | /// Key. /// |
Résultat | object |
public static InitializeServer ( string gameName, int connections, int listenPort ) : void | ||
gameName | string | |
connections | int | /// Connections. /// |
listenPort | int | /// Listen port. /// |
Résultat | void |
public static Instantiate ( string prefabName, Vector3 position, Quaternion rotation, int group ) : GameObject | ||
prefabName | string | Name of the prefab to instantiate. |
position | Vector3 | Position Vector3 to apply on instantiation. |
rotation | Quaternion | Rotation Quaternion to apply on instantiation. |
group | int | The group for this view. |
Résultat | GameObject |
public Instantiate ( string prefabName, Vector3 position, Quaternion rotation, int group ) : void | ||
prefabName | string | Name of the prefab to instantiate. |
position | Vector3 | Position Vector3 to apply on instantiation. |
rotation | Quaternion | Rotation Quaternion to apply on instantiation. |
group | int | The group for this view. |
Résultat | void |
public InstantiateClientObject ( uLink owner, string prefabName, Vector3 position, Quaternion rotation, int group ) : void | ||
owner | uLink | The owning client |
prefabName | string | Name of the prefab to instantiate. |
position | Vector3 | Position Vector3 to apply on instantiation. |
rotation | Quaternion | Rotation Quaternion to apply on instantiation. |
group | int | The group for this view. |
Résultat | void |
public static InstantiateSceneObject ( string prefabName, Vector3 position, Quaternion rotation, int group ) : GameObject | ||
prefabName | string | Name of the prefab to instantiate. |
position | Vector3 | Position Vector3 to apply on instantiation. |
rotation | Quaternion | Rotation Quaternion to apply on instantiation. |
group | int | The group for this view. |
Résultat | GameObject |
public InstantiateSceneObject ( string prefabName, Vector3 position, Quaternion rotation, int group ) : void | ||
prefabName | string | Name of the prefab to instantiate. |
position | Vector3 | Position Vector3 to apply on instantiation. |
rotation | Quaternion | Rotation Quaternion to apply on instantiation. |
group | int | The group for this view. |
Résultat | void |
public OnDisconnectedFromServer ( NetworkDisconnection info ) : void | ||
info | NetworkDisconnection | /// Info. /// |
Résultat | void |
public OnFailedToConnect ( NetworkConnectionError error ) : void | ||
error | NetworkConnectionError | /// Error. /// |
Résultat | void |
public OnPlayerConnected ( NetworkPlayer player ) : void | ||
player | NetworkPlayer | /// Player. /// |
Résultat | void |
public OnPlayerDisconnected ( NetworkPlayer player ) : void | ||
player | NetworkPlayer | /// Player. /// |
Résultat | void |
public static PollHostList ( ) : HostData[] | ||
Résultat | HostData[] |
public static PollHostList ( ) : uLink.HostData[] | ||
Résultat | uLink.HostData[] |
public static SetPlayerCustomProperties ( Hashtable ht ) : void | ||
ht | Hashtable | /// A hashtable of properties to change /// |
Résultat | void |
public static SetPlayerCustomProperties ( Hashtable ht, bool broadcast ) : void | ||
ht | Hashtable | /// A hashtable of properties to change /// |
broadcast | bool | /// True if we should broadcast the properties to all players /// |
Résultat | void |
public static SetPlayerCustomProperty ( NetworkPlayer player, string key, object data ) : void | ||
player | NetworkPlayer | /// The player who owns the proerty. /// |
key | string | /// Key. /// |
data | object | /// Data. /// |
Résultat | void |
public static SetPlayerCustomProperty ( uLink player, string key, object data ) : void | ||
player | uLink | /// The player who owns the proerty. /// |
key | string | /// Key. /// |
data | object | /// Data. /// |
Résultat | void |
public uLink_OnConnectedToServer ( ) : void | ||
Résultat | void |
public uLink_OnDisconnectedFromServer ( uLink info ) : void | ||
info | uLink | /// Info. /// |
Résultat | void |
public uLink_OnFailedToConnect ( uLink error ) : void | ||
error | uLink | /// Error. /// |
Résultat | void |
public uLink_OnHandoverTimeout ( uLink player ) : void | ||
player | uLink | /// Player. /// |
Résultat | void |
public uLink_OnPlayerApproval ( uLink approval ) : void | ||
approval | uLink | /// Approval. /// |
Résultat | void |
public uLink_OnPlayerConnected ( uLink player ) : void | ||
player | uLink | /// Player. /// |
Résultat | void |
public uLink_OnPlayerDisconnected ( uLink player ) : void | ||
player | uLink | /// Player. /// |
Résultat | void |
public uLink_OnServerInitialized ( ) : void | ||
Résultat | void |
public uLink_OnServerUninitialized ( ) : void | ||
Résultat | void |