C# 클래스 BeardedManStudios.Network.NetworkedMonoBehavior

상속: SimpleNetworkedMonoBehavior
파일 보기 프로젝트 열기: drakelinglabs/unityarmada 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
authoritativeSyncDistance float
authoritativeSyncRotation float
authoritativeTeleportSyncDistance float

보호된 프로퍼티들

프로퍼티 타입 설명
colliderRef UnityEngine.Collider
rigidbodyRef UnityEngine.Rigidbody

공개 메소드들

메소드 설명
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

보호된 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

AddNetworkVariable() 보호된 메소드

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
리턴 void

AutoritativeSerialize() 공개 메소드

public AutoritativeSerialize ( ) : void
리턴 void

Deserialize() 공개 메소드

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

DeserializeManualProperties() 공개 메소드

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

Disconnect() 공개 메소드

public Disconnect ( ) : void
리턴 void

InputCheck() 보호된 메소드

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

Locate() 공개 정적인 메소드

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

MouseCheck() 보호된 메소드

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

NetworkDisconnect() 보호된 메소드

protected NetworkDisconnect ( ) : void
리턴 void

NetworkInitialized() 보호된 메소드

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

NetworkStart() 보호된 메소드

protected NetworkStart ( ) : void
리턴 void

PrepareDeserialize() 공개 메소드

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

ProximityInCheck() 공개 메소드

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

ProximityOutCheck() 공개 메소드

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

Reflect() 보호된 메소드

protected Reflect ( ) : void
리턴 void

SerializeManualProperties() 공개 메소드

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
리턴 void

Serialized() 공개 메소드

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

Setup() 공개 메소드

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
리턴 void

UnityUpdate() 보호된 메소드

protected UnityUpdate ( ) : void
리턴 void

프로퍼티 상세

authoritativeSyncDistance 공개적으로 프로퍼티

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

authoritativeSyncRotation 공개적으로 프로퍼티

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

authoritativeTeleportSyncDistance 공개적으로 프로퍼티

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

colliderRef 보호되어 있는 프로퍼티

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

rigidbodyRef 보호되어 있는 프로퍼티

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