class MAGES::StubNetworking¶
Overview¶
Stub class for networking module. More…
class StubNetworking: public MAGES::NetworkingModule { public: // methods override void Startup(); override void Shutdown(); override bool EstablishConnectionToMainServer(string args); override void DisconnectFromMainServer(); override bool CreateRoom(string roomName); override bool JoinRoom(string roomName = null); override bool ExitCurrentRoom(); override ListGetAvailableRooms(); override string GetCurrentConnectedRoom(); override void OnDisconnected(string cause); override void OnConnected(string info); override bool OwnershipRequest(MAGESObject obj); override int GetPrefabIDFromNetwork(GameObject prefab, out bool isUnique); override bool LinkNetworkObject( GameObject networkPrefab, GameObject localPrefab ); override GameObject NetworkSpawn( GameObject prefab, Transform prefabParent, bool spawnedByHost = true ); override void RemoteDestroyComponent( GameObject gameObject, string componentType ); override void RequestChangeState(byte changeState, string actionID); override int GetConnectedUsersToRoom(string roomName); override int GetConnectedUsersToCurrentRoom(); override void AddSyncTransform(GameObject objectToBeSynchronized); override void RegisterActivatedObject( GameObject grabbableObject, bool isActivated ); override bool IsRemoteActivated(GameObject grabbableObject); override bool HasAuthority(GameObject networkObject); override int GetLocalPlayerID(); override void SyncMessage(GameObject netObject, string message); override void AddMessageRemoteAction( GameObject netObject, UnityAction action ); override IEnumerable<PlayerDescription> GetConnectedPlayers(); override void NetworkButtonAction( GameObject networkButtonsGameobject, UnityAction action, int index ); override void InvokeButtonRemoteCalls( GameObject networkButtonsGameobject, int index ); override void AddInteractableNetworkingEvents(GameObject interactable); };
Inherited Members¶
public: // classes class PlayerDescription; // properties int Version; bool AutomaticSceneSetup; Type NetworkIdType; IMAGESNetworkIntegration Integration; bool IsInitialized; bool IsHost; UnityEventOnUserConnected; UnityEvent OnUserDisconnected; UnityEvent OnUserOwnedGameObjectSpawned; UnityEvent OnConnectedToRoom; // methods void Startup(); void Shutdown(); virtual void UpdateModule(UpdatePhase updatePhase); bool EstablishConnectionToMainServer(string args); void DisconnectFromMainServer(); bool CreateRoom(string roomName); bool JoinRoom(string roomName = null); bool ExitCurrentRoom(); List GetAvailableRooms(); string GetCurrentConnectedRoom(); void OnDisconnected(string cause); void OnConnected(string info); bool OwnershipRequest(MAGESObject obj); int GetPrefabIDFromNetwork(GameObject prefab, out bool isUnique); bool LinkNetworkObject(GameObject networkPrefab, GameObject localPrefab); GameObject NetworkSpawn( GameObject prefab, Transform prefabParent = null, bool spawnedByHost = true ); void RemoteDestroyComponent(GameObject gameObject, string componentType); void RequestChangeState(byte changeState, string actionID); int GetConnectedUsersToRoom(string roomName); int GetConnectedUsersToCurrentRoom(); void AddSyncTransform(GameObject objectToBeSynchronized); void SyncMessage(GameObject netObject, string message); void AddMessageRemoteAction(GameObject netObject, UnityAction action); void RegisterActivatedObject(GameObject grabbableObject, bool isActivated); bool IsRemoteActivated(GameObject grabbableObject); bool HasAuthority(GameObject networkObject); int GetLocalPlayerID(); void NetworkButtonAction( GameObject networkObject, UnityAction action, int index ); void InvokeButtonRemoteCalls(GameObject networkObject, int index); void AddInteractableNetworkingEvents(GameObject interactable); IEnumerable<PlayerDescription> GetConnectedPlayers();
Detailed Documentation¶
Stub class for networking module.
Methods¶
override void Startup()
Startup networking (stub).
override void Shutdown()
Shutdown networking (stub).