C# 클래스 UnityEngine.Networking.NetworkTransform

상속: NetworkBehaviour
파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

공개 메소드들

메소드 설명
GetNetworkChannel ( ) : int
GetNetworkSendInterval ( ) : float
HandleTransform ( NetworkMessage netMsg ) : void
OnDeserialize ( NetworkReader reader, bool initialState ) : void
OnSerialize ( NetworkWriter writer, bool initialState ) : bool
OnStartAuthority ( ) : void
OnStartServer ( ) : void
SerializeRotation2D ( NetworkWriter writer, float rot, CompressionSyncMode compression ) : void
SerializeRotation3D ( NetworkWriter writer, Quaternion rot, AxisSyncMode mode, CompressionSyncMode compression ) : void
SerializeSpin2D ( NetworkWriter writer, float angularVelocity, CompressionSyncMode compression ) : void
SerializeSpin3D ( NetworkWriter writer, Vector3 angularVelocity, AxisSyncMode mode, CompressionSyncMode compression ) : void
SerializeVelocity2D ( NetworkWriter writer, Vector2 velocity, CompressionSyncMode compression ) : void
SerializeVelocity3D ( NetworkWriter writer, Vector3 velocity, CompressionSyncMode compression ) : void
UnserializeRotation2D ( NetworkReader reader, CompressionSyncMode compression ) : float
UnserializeRotation3D ( NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression ) : Quaternion
UnserializeSpin2D ( NetworkReader reader, CompressionSyncMode compression ) : float
UnserializeSpin3D ( NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression ) : Vector3
UnserializeVelocity2D ( NetworkReader reader, CompressionSyncMode compression ) : Vector3
UnserializeVelocity3D ( NetworkReader reader, CompressionSyncMode compression ) : Vector3

비공개 메소드들

메소드 설명
Awake ( ) : void
FixedUpdate ( ) : void
FixedUpdateClient ( ) : void
FixedUpdateServer ( ) : void
HasMoved ( ) : bool
InterpolateTransformMode2D ( ) : void
InterpolateTransformMode3D ( ) : void
InterpolateTransformModeCharacterController ( ) : void
OnValidate ( ) : void
ReadAngle ( NetworkReader reader, CompressionSyncMode compression ) : float
SendTransform ( ) : void
SerializeMode2D ( NetworkWriter writer ) : void
SerializeMode3D ( NetworkWriter writer ) : void
SerializeModeCharacterController ( NetworkWriter writer ) : void
SerializeModeTransform ( NetworkWriter writer ) : void
UnserializeMode2D ( NetworkReader reader, bool initialState ) : void
UnserializeMode3D ( NetworkReader reader, bool initialState ) : void
UnserializeModeCharacterController ( NetworkReader reader, bool initialState ) : void
UnserializeModeTransform ( NetworkReader reader, bool initialState ) : void
Update ( ) : void
WriteAngle ( NetworkWriter writer, float angle, CompressionSyncMode compression ) : void

메소드 상세

GetNetworkChannel() 공개 메소드

public GetNetworkChannel ( ) : int
리턴 int

GetNetworkSendInterval() 공개 메소드

public GetNetworkSendInterval ( ) : float
리턴 float

HandleTransform() 공개 정적인 메소드

public static HandleTransform ( NetworkMessage netMsg ) : void
netMsg NetworkMessage
리턴 void

OnDeserialize() 공개 메소드

public OnDeserialize ( NetworkReader reader, bool initialState ) : void
reader NetworkReader
initialState bool
리턴 void

OnSerialize() 공개 메소드

public OnSerialize ( NetworkWriter writer, bool initialState ) : bool
writer NetworkWriter
initialState bool
리턴 bool

OnStartAuthority() 공개 메소드

public OnStartAuthority ( ) : void
리턴 void

OnStartServer() 공개 메소드

public OnStartServer ( ) : void
리턴 void

SerializeRotation2D() 공개 정적인 메소드

public static SerializeRotation2D ( NetworkWriter writer, float rot, CompressionSyncMode compression ) : void
writer NetworkWriter
rot float
compression CompressionSyncMode
리턴 void

SerializeRotation3D() 공개 정적인 메소드

public static SerializeRotation3D ( NetworkWriter writer, Quaternion rot, AxisSyncMode mode, CompressionSyncMode compression ) : void
writer NetworkWriter
rot UnityEngine.Quaternion
mode AxisSyncMode
compression CompressionSyncMode
리턴 void

SerializeSpin2D() 공개 정적인 메소드

public static SerializeSpin2D ( NetworkWriter writer, float angularVelocity, CompressionSyncMode compression ) : void
writer NetworkWriter
angularVelocity float
compression CompressionSyncMode
리턴 void

SerializeSpin3D() 공개 정적인 메소드

public static SerializeSpin3D ( NetworkWriter writer, Vector3 angularVelocity, AxisSyncMode mode, CompressionSyncMode compression ) : void
writer NetworkWriter
angularVelocity Vector3
mode AxisSyncMode
compression CompressionSyncMode
리턴 void

SerializeVelocity2D() 공개 정적인 메소드

public static SerializeVelocity2D ( NetworkWriter writer, Vector2 velocity, CompressionSyncMode compression ) : void
writer NetworkWriter
velocity Vector2
compression CompressionSyncMode
리턴 void

SerializeVelocity3D() 공개 정적인 메소드

public static SerializeVelocity3D ( NetworkWriter writer, Vector3 velocity, CompressionSyncMode compression ) : void
writer NetworkWriter
velocity Vector3
compression CompressionSyncMode
리턴 void

UnserializeRotation2D() 공개 정적인 메소드

public static UnserializeRotation2D ( NetworkReader reader, CompressionSyncMode compression ) : float
reader NetworkReader
compression CompressionSyncMode
리턴 float

UnserializeRotation3D() 공개 정적인 메소드

public static UnserializeRotation3D ( NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression ) : Quaternion
reader NetworkReader
mode AxisSyncMode
compression CompressionSyncMode
리턴 UnityEngine.Quaternion

UnserializeSpin2D() 공개 정적인 메소드

public static UnserializeSpin2D ( NetworkReader reader, CompressionSyncMode compression ) : float
reader NetworkReader
compression CompressionSyncMode
리턴 float

UnserializeSpin3D() 공개 정적인 메소드

public static UnserializeSpin3D ( NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression ) : Vector3
reader NetworkReader
mode AxisSyncMode
compression CompressionSyncMode
리턴 Vector3

UnserializeVelocity2D() 공개 정적인 메소드

public static UnserializeVelocity2D ( NetworkReader reader, CompressionSyncMode compression ) : Vector3
reader NetworkReader
compression CompressionSyncMode
리턴 Vector3

UnserializeVelocity3D() 공개 정적인 메소드

public static UnserializeVelocity3D ( NetworkReader reader, CompressionSyncMode compression ) : Vector3
reader NetworkReader
compression CompressionSyncMode
리턴 Vector3