C# 클래스 RaiseEventOptions

Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details.
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공개 프로퍼티들

프로퍼티 타입 설명
CachingOption EventCaching
Default RaiseEventOptions,
Encrypt bool
ForwardToWebhook bool
InterestGroup byte
Receivers ReceiverGroup
SequenceChannel byte
TargetActors int[]

프로퍼티 상세

CachingOption 공개적으로 프로퍼티

Defines if the server should simply send the event, put it in the cache or remove events that are like this one.
When using option: SliceSetIndex, SlicePurgeIndex or SlicePurgeUpToIndex, set a CacheSliceIndex. All other options except SequenceChannel get ignored.
public EventCaching CachingOption
리턴 EventCaching

Default 공개적으로 정적으로 프로퍼티

Default options: CachingOption: DoNotCache, InterestGroup: 0, targetActors: null, receivers: Others, sequenceChannel: 0.
public static RaiseEventOptions, Default
리턴 RaiseEventOptions,

Encrypt 공개적으로 프로퍼티

Used along with CachingOption SliceSetIndex, SlicePurgeIndex or SlicePurgeUpToIndex if you want to set or purge a specific cache-slice.
public bool Encrypt
리턴 bool

ForwardToWebhook 공개적으로 프로퍼티

Events can be forwarded to Webhooks, which can evaluate and use the events to follow the game's state.
public bool ForwardToWebhook
리턴 bool

InterestGroup 공개적으로 프로퍼티

The number of the Interest Group to send this to. 0 goes to all users but to get 1 and up, clients must subscribe to the group first.
public byte InterestGroup
리턴 byte

Receivers 공개적으로 프로퍼티

Sends the event to All, MasterClient or Others (default). Be careful with MasterClient, as the client might disconnect before it got the event and it gets lost.
public ReceiverGroup Receivers
리턴 ReceiverGroup

SequenceChannel 공개적으로 프로퍼티

Events are ordered per "channel". If you have events that are independent of others, they can go into another sequence or channel.
public byte SequenceChannel
리턴 byte

TargetActors 공개적으로 프로퍼티

A list of PhotonPlayer.IDs to send this event to. You can implement events that just go to specific users this way.
public int[] TargetActors
리턴 int[]