C# 클래스 BeardedManStudios.Network.NetworkingManager

This is a singleton manager for all of the networked behaviors
상속: SimpleNetworkedMonoBehavior
파일 보기 프로젝트 열기: drakelinglabs/unityarmada 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
allClientsLoaded NetWorker.BasicEvent
frameInterval int
networkInstantiates UnityEngine.GameObject[]
resourcesDirectory string
setupActions List
startNetworkedSceneBehaviors BeardedManStudios.Network.SimpleNetworkedMonoBehavior[]
updateTimeInterval float

공개 메소드들

메소드 설명
Disconnect ( ) : void
GetAllSimpleMonoBehaviors ( GameObject o ) : BeardedManStudios.Network.SimpleNetworkedMonoBehavior[]
GetFrameCountFromTime ( double milliseconds ) : byte
Instantiate ( NetworkReceivers receivers, string obj, Vector3 position, Quaternion rotation, int callbackCounter ) : void

This is the main instantiate method that is proxyed through the Networking.Instantiate method

PollPlayerList ( Action callback = null ) : void

Get the latest list of players from the server

Populate ( BeardedManStudios.Network.NetWorker socket ) : bool

This method is used to do all of the initial setup of objects

PullObject ( string name, string fallback = "" ) : GameObject

Get a game object of a given name in the NetworkingManager

SetName ( string newName ) : void

Set the player name for the current running client or server

TryPullIdFromObject ( string obj, ulong &uniqueId ) : bool

보호된 메소드들

메소드 설명
NetworkStart ( ) : void

비공개 메소드들

메소드 설명
Awake ( ) : void
CreateUnityEventObject ( ) : void
DeserializeManualProperties ( NetworkingPlayer player, NetworkingStream stream ) : void
DestroyOnNetwork ( ulong networkId ) : void
InitializeObject ( ulong startObjectId, int count ) : void
NetworkInstantiate ( ulong ownerId, ulong startNetworkId, string name, Vector3 position, Quaternion rotation, int callbackId ) : void
OnLevelWasLoaded ( int level ) : void
PlayerLoadedLevel ( NetworkingPlayer player, NetworkingStream stream ) : void
PollPlayers ( ) : void
PollPlayersResponse ( NetworkingPlayer sender, NetworkingStream stream ) : void
ReadTransportObject ( NetworkingPlayer player, NetworkingStream stream ) : void
SetPlayerName ( string newName ) : void
SkipResetOnDestroy ( ) : void
TellServerLevelLoaded ( int level ) : void
Update ( ) : void
UpdateServerTime ( float time ) : void

메소드 상세

Disconnect() 공개 메소드

public Disconnect ( ) : void
리턴 void

GetAllSimpleMonoBehaviors() 공개 정적인 메소드

public static GetAllSimpleMonoBehaviors ( GameObject o ) : BeardedManStudios.Network.SimpleNetworkedMonoBehavior[]
o UnityEngine.GameObject
리턴 BeardedManStudios.Network.SimpleNetworkedMonoBehavior[]

GetFrameCountFromTime() 공개 메소드

public GetFrameCountFromTime ( double milliseconds ) : byte
milliseconds double
리턴 byte

Instantiate() 공개 정적인 메소드

This is the main instantiate method that is proxyed through the Networking.Instantiate method
public static Instantiate ( NetworkReceivers receivers, string obj, Vector3 position, Quaternion rotation, int callbackCounter ) : void
receivers NetworkReceivers The receivers that will get this instantiate command
obj string The name of the object that is to be instantiated
position Vector3 The position where the object will be instantiated at
rotation UnityEngine.Quaternion The rotation that the object will have when instantiated
callbackCounter int The id for the callback that is to be called when this object is instantiated
리턴 void

NetworkStart() 보호된 메소드

protected NetworkStart ( ) : void
리턴 void

PollPlayerList() 공개 메소드

Get the latest list of players from the server
public PollPlayerList ( Action callback = null ) : void
callback Action The method to call once the player list has been received
리턴 void

Populate() 공개 메소드

This method is used to do all of the initial setup of objects
public Populate ( BeardedManStudios.Network.NetWorker socket ) : bool
socket BeardedManStudios.Network.NetWorker
리턴 bool

PullObject() 공개 메소드

Get a game object of a given name in the NetworkingManager
public PullObject ( string name, string fallback = "" ) : GameObject
name string Name of the game object to pull
fallback string
리턴 UnityEngine.GameObject

SetName() 공개 메소드

Set the player name for the current running client or server
public SetName ( string newName ) : void
newName string
리턴 void

TryPullIdFromObject() 공개 정적인 메소드

public static TryPullIdFromObject ( string obj, ulong &uniqueId ) : bool
obj string
uniqueId ulong
리턴 bool

프로퍼티 상세

allClientsLoaded 공개적으로 프로퍼티

public NetWorker.BasicEvent allClientsLoaded
리턴 NetWorker.BasicEvent

frameInterval 공개적으로 프로퍼티

public int frameInterval
리턴 int

networkInstantiates 공개적으로 프로퍼티

All game objects to be instantiated whenever necessary
public GameObject[],UnityEngine networkInstantiates
리턴 UnityEngine.GameObject[]

resourcesDirectory 공개적으로 프로퍼티

This is the resources directory where network prefabs are to be loaded from
public string resourcesDirectory
리턴 string

setupActions 공개적으로 정적으로 프로퍼티

The list of all setup actions for when an object is instantiated
public static List setupActions
리턴 List

startNetworkedSceneBehaviors 공개적으로 프로퍼티

This is a list of all of the behaviors in the scene that need to be setup on the network
public SimpleNetworkedMonoBehavior[],BeardedManStudios.Network startNetworkedSceneBehaviors
리턴 BeardedManStudios.Network.SimpleNetworkedMonoBehavior[]

updateTimeInterval 공개적으로 프로퍼티

The amount of time in seconds to update the time from the server
public float updateTimeInterval
리턴 float