C# Class BeardedManStudios.Network.NetworkedMonoBehavior

Inheritance: SimpleNetworkedMonoBehavior
Afficher le fichier Open project: drakelinglabs/unityarmada Class Usage Examples

Méthodes publiques

Свойство Type Description
authoritativeSyncDistance float
authoritativeSyncRotation float
authoritativeTeleportSyncDistance float

Protected Properties

Свойство Type Description
colliderRef UnityEngine.Collider
rigidbodyRef UnityEngine.Rigidbody

Méthodes publiques

Méthode Description
AutoritativeSerialize ( ) : void
Deserialize ( NetworkingStream stream ) : void

Only Deserialize the stream of data that is not the owner

DeserializeManualProperties ( NetworkingStream stream ) : void
Disconnect ( ) : void
Locate ( ulong id ) : NetworkedMonoBehavior

Locate a NetworkedMonoBehavior with a given ID

PrepareDeserialize ( NetworkingStream stream ) : void

Prepare this to be Deserialized if it is not the owner

ProximityInCheck ( NetworkedMonoBehavior other ) : void
ProximityOutCheck ( NetworkedMonoBehavior other ) : void
SerializeManualProperties ( bool reliable = false, NetworkReceivers receivers = NetworkReceivers.All ) : void

Used to serialize manual properties across the network for this object

Serialized ( ) : BMSByte

Get the serialzed version of this NetworkedMonoBehavior

Setup ( BeardedManStudios.Network.NetWorker owningSocket, bool isOwner, ulong networkId, ulong ownerId, bool isSceneObject = false ) : void

Setup this NetworkedMonoBehavior with the owner of this object along with the networked ID

Méthodes protégées

Méthode Description
AddNetworkVariable ( Func getter, Action setter, NetSync netSync = null, bool manualProperty = false, bool serverOnly = false ) : void

Add a network variable to the NetworkedMonoBehavior to use

InputCheck ( KeyCode keyCode ) : void
MouseCheck ( int index ) : void
NetworkDisconnect ( ) : void
NetworkInitialized ( ) : void

Called when the data has been initialized across the network for this object (purpose is to override)

NetworkStart ( ) : void
Reflect ( ) : void
UnityUpdate ( ) : void

Private Methods

Méthode Description
AuthoritativeInitialize ( BMSByte data ) : void
DoSerialize ( ) : void
EnteredProximity ( ) : void
ExitedProximity ( ) : void
GetNextSerializedTransform ( SerializeVector3Properties type, NetworkingStream stream, Vector3 standard ) : Vector3
InitializeObject ( ) : void
KeyDownRequest ( int keyCode, int frame ) : void
KeyUpRequest ( int keyCode, int frame ) : void
MouseDownRequest ( int index, int frame ) : void
MouseUpRequest ( int index, int frame ) : void
OwnedUpdate ( ) : void
PrepareNextSerializedTransform ( SerializeVector3Properties type, Vector3 value ) : void
SetupPreviousTransform ( ) : void
TrackFrameHistory ( ) : void
UpdateRemoteNetRef ( NetRef obj ) : void
UpdateValues ( ) : void

Method Details

AddNetworkVariable() protected méthode

Add a network variable to the NetworkedMonoBehavior to use
protected AddNetworkVariable ( Func getter, Action setter, NetSync netSync = null, bool manualProperty = false, bool serverOnly = false ) : void
getter Func Variable to get
setter Action Variable to set
netSync NetSync
manualProperty bool
serverOnly bool
Résultat void

AutoritativeSerialize() public méthode

public AutoritativeSerialize ( ) : void
Résultat void

Deserialize() public méthode

Only Deserialize the stream of data that is not the owner
public Deserialize ( NetworkingStream stream ) : void
stream NetworkingStream Stream of data to use
Résultat void

DeserializeManualProperties() public méthode

public DeserializeManualProperties ( NetworkingStream stream ) : void
stream NetworkingStream
Résultat void

Disconnect() public méthode

public Disconnect ( ) : void
Résultat void

InputCheck() protected méthode

protected InputCheck ( KeyCode keyCode ) : void
keyCode KeyCode
Résultat void

Locate() public static méthode

Locate a NetworkedMonoBehavior with a given ID
public static Locate ( ulong id ) : NetworkedMonoBehavior
id ulong ID of the NetworkedMonoBehavior
Résultat NetworkedMonoBehavior

MouseCheck() protected méthode

protected MouseCheck ( int index ) : void
index int
Résultat void

NetworkDisconnect() protected méthode

protected NetworkDisconnect ( ) : void
Résultat void

NetworkInitialized() protected méthode

Called when the data has been initialized across the network for this object (purpose is to override)
protected NetworkInitialized ( ) : void
Résultat void

NetworkStart() protected méthode

protected NetworkStart ( ) : void
Résultat void

PrepareDeserialize() public méthode

Prepare this to be Deserialized if it is not the owner
public PrepareDeserialize ( NetworkingStream stream ) : void
stream NetworkingStream Stream of data to use
Résultat void

ProximityInCheck() public méthode

public ProximityInCheck ( NetworkedMonoBehavior other ) : void
other NetworkedMonoBehavior
Résultat void

ProximityOutCheck() public méthode

public ProximityOutCheck ( NetworkedMonoBehavior other ) : void
other NetworkedMonoBehavior
Résultat void

Reflect() protected méthode

protected Reflect ( ) : void
Résultat void

SerializeManualProperties() public méthode

Used to serialize manual properties across the network for this object
public SerializeManualProperties ( bool reliable = false, NetworkReceivers receivers = NetworkReceivers.All ) : void
reliable bool Determines if these properties should be reliably sent
receivers NetworkReceivers The receivers for this data
Résultat void

Serialized() public méthode

Get the serialzed version of this NetworkedMonoBehavior
public Serialized ( ) : BMSByte
Résultat BMSByte

Setup() public méthode

Setup this NetworkedMonoBehavior with the owner of this object along with the networked ID
public Setup ( BeardedManStudios.Network.NetWorker owningSocket, bool isOwner, ulong networkId, ulong ownerId, bool isSceneObject = false ) : void
owningSocket BeardedManStudios.Network.NetWorker The socket that owns this object
isOwner bool Is this the owner of this object
networkId ulong Network ID of who owns it
ownerId ulong The network identifyer for the player who owns this object
isSceneObject bool
Résultat void

UnityUpdate() protected méthode

protected UnityUpdate ( ) : void
Résultat void

Property Details

authoritativeSyncDistance public_oe property

This is the maximum distance offset that the player can be from the server before it is syncronized
public float authoritativeSyncDistance
Résultat float

authoritativeSyncRotation public_oe property

This is the maximum rotation in degrees that the player can be from the server before it is syncronized
public float authoritativeSyncRotation
Résultat float

authoritativeTeleportSyncDistance public_oe property

This is the maximum distance offset that the player can be from the server before it is syncronized
public float authoritativeTeleportSyncDistance
Résultat float

colliderRef protected_oe property

Unity5 Reference to the collider
protected Collider,UnityEngine colliderRef
Résultat UnityEngine.Collider

rigidbodyRef protected_oe property

Unity5 Reference to the rigidbody
protected Rigidbody,UnityEngine rigidbodyRef
Résultat UnityEngine.Rigidbody