mirror of
https://github.com/Kaveinator/NetickProForUnity.git
synced 2025-10-26 09:49:06 -07:00
Added NetworkDictionary<TKey,TValue>, NetworkHashSet<T> and NetworkUnorderedList<T>.
This commit is contained in:
@@ -18,6 +18,14 @@
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<param name="preloadedAmount">How many instances to be preloaded.</param>
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<param name="hideInactiveMembers">Pass true to hide inactive pool members.</param>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.GetPrefab(System.String)">
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<summary>
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Gets a Network Prefab by name.
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<para>Note: this causes GC.</para>
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</summary>
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<param name="name"></param>
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<returns>The Network Prefab</returns>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.Instantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion)">
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<summary>
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Instantiates a prefab. This must be called instead of <see cref="M:UnityEngine.Object.Instantiate(UnityEngine.Object)"/> or its variations.
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@@ -50,6 +58,11 @@
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<param name="obj">The object to destroy.</param>
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<returns></returns>
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</member>
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<member name="P:Netick.Unity.NetworkSandbox.PhysicsPrediction">
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<summary>
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Use this to enable/disable Physics Prediction in the client at runtime.
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</summary>
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</member>
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<member name="P:Netick.Unity.NetworkSandbox.IsServer">
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<summary>
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Returns true if this <see cref="T:Netick.Unity.NetworkSandbox"/> is the server.
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@@ -105,6 +118,11 @@
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<i><b>[Client Only]</b></i> Returns true if this client is currently connected to a server.
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</summary>
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</member>
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<member name="P:Netick.Unity.NetworkSandbox.Transport">
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<summary>
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The underlying transport used for low-level networking.
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</summary>
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</member>
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<member name="P:Netick.Unity.NetworkSandbox.ConnectedClients">
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<summary>
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A list containing all connected clients currently.
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@@ -256,7 +274,7 @@
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</summary>
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<param name="ip">IP address of the server.</param>
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<param name="port">Port of the server.</param>
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<param name="connectionData">Data sent with the connection request. Could be used to decide whether or not to allow the connection.</param>
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<param name="connectionData">RawValue sent with the connection request. Could be used to decide whether or not to allow the connection.</param>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.Kick(Netick.ServerConnection)">
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<summary>
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@@ -292,19 +310,21 @@
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</summary>
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<param name="sceneBuildIndex">SceneBuildIndex of the desired scene.</param>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.UnloadSceneAsync(System.Int32)">
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<member name="M:Netick.Unity.NetworkSandbox.LoadSceneAsync(System.String,UnityEngine.SceneManagement.LoadSceneMode)">
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<summary>
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Unloads a scene asynchronously.
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<i><b>[Server Only]</b></i> Loads a scene asynchronously.
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</summary>
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<param name="buildIndex"></param>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.GetPrefab(System.String)">
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<member name="M:Netick.Unity.NetworkSandbox.UnloadSceneAsync(System.String)">
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<summary>
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Gets a Network Prefab by name.
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<para>Note: this causes GC.</para>
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<i><b>[Server Only]</b></i> Unloads a scene asynchronously.
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</summary>
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</member>
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<member name="T:Netick.Unity.NetworkArray`1">
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<summary>
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A networked array.
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</summary>
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<param name="name"></param>
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<returns>The Network Prefab</returns>
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</member>
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<member name="T:Netick.Unity.NetworkRigidbody2D">
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<summary>
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@@ -367,12 +387,41 @@
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Returns true if this <see cref="T:Netick.Unity.NetworkObject"/> has been added to the simulation by Netick, and thus has a valid id.
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</summary>
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</member>
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<member name="P:Netick.Unity.NetworkObject.StateSize">
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<summary>
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Returns the networked state size of this object in bytes.
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</summary>
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</member>
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<member name="M:Netick.Unity.NetworkObject.SetStateFrom(System.Byte*)">
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<summary>
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Sets the state of this object. Ignores [OnChanged] callbacks when setting the data.
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</summary>
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<param name="source"></param>
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</member>
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<member name="M:Netick.Unity.NetworkObject.SetParent(Netick.Unity.NetworkObject)">
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<summary>
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<i><b>[Owner/InputSource Only]</b></i> Changes the parent of this object.
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</summary>
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<param name="obj">The object which will become the parent of this object.</param>
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</member>
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<member name="M:Netick.Unity.NetworkTransform.Teleport(UnityEngine.Vector3)">
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<summary>
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Instantly moves the object. By calling this method, the object won't be interpolated for one tick.
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</summary>
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<param name="position"></param>
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</member>
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<member name="M:Netick.Unity.NetworkTransform.Teleport(UnityEngine.Vector3,UnityEngine.Quaternion)">
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<summary>
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Instantly moves the object. By calling this method, the object won't be interpolated for one tick.
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</summary>
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<param name="position"></param>
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</member>
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<member name="M:Netick.Unity.NetworkTransform.Teleport(UnityEngine.Quaternion)">
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<summary>
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Instantly moves the object. By calling this method, the object won't be interpolated for one tick.
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</summary>
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<param name="position"></param>
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</member>
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<member name="T:Netick.Unity.SingleInstanceEnforcer">
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<summary>
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Add this component to a GameObject to ensure only a single instance of it will exist at the same time, across all sandboxes.
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@@ -471,6 +520,17 @@
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input source itself it returns the local <see cref="T:Netick.NetworkPlayer"/>.
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</summary>
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</member>
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<member name="P:Netick.Unity.NetworkBehaviour.StateSize">
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<summary>
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Returns the networked state size of this behavior in bytes.
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</summary>
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</member>
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<member name="M:Netick.Unity.NetworkBehaviour.SetStateFrom(System.Byte*)">
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<summary>
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Sets the state of this behavior. Ignores [OnChanged] callbacks when setting the data.
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</summary>
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<param name="source"></param>
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</member>
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<member name="M:Netick.Unity.NetworkBehaviour.FetchInput``1(``0@,System.Int32)">
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<summary>
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Fetchs a network input for this tick. Returns false if no input source is currently providing inputs to this Object, or when input loss occurs (in case of a remote input source).
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@@ -493,13 +553,10 @@
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</member>
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<member name="T:Netick.Unity.Network">
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<summary>
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Manages Netick and its clients, and is used to start and shut down Netick.
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Manages Netick and its sandboxes, and is used to start and shut down Netick.
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</summary>
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</member>
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<member name="P:Netick.Unity.Network.StartMode">
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e
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</member>
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<member name="M:Netick.Unity.Network.Init(Netick.Unity.NetickConfig,System.Int32)">
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<member name="M:Netick.Unity.Network.Init(Netick.Unity.NetickConfig)">
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<summary>
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Initializes Netick. This is automatically called when you start Netick.
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<para>If you don't provide a <see cref="T:Netick.Unity.NetickConfig"/>, Netick will use the default config, which can be modified/found in (Netick -> Settings).</para>
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@@ -508,12 +565,12 @@
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</member>
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<member name="M:Netick.Unity.Network.Shutdown(System.Boolean)">
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<summary>
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Shuts down Netick and destroys all clients. The shutdown will occur in the next frame. For immediate shutdown, use: <see cref="M:Netick.Unity.Network.ShutdownImmediately(System.Boolean)"/>
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Shuts down Netick and destroys all sandboxes. The shutdown will occur in the next frame. For immediate shutdown, use: <see cref="M:Netick.Unity.Network.ShutdownImmediately(System.Boolean)"/>
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</summary>
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</member>
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<member name="M:Netick.Unity.Network.ShutdownImmediately(System.Boolean)">
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<summary>
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Shuts down Netick and destroys all clients immediately.
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Shuts down Netick and destroys all sandboxes immediately.
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</summary>
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</member>
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<member name="M:Netick.Unity.Network.ShutdownSandbox(Netick.Unity.NetworkSandbox,System.Boolean)">
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@@ -604,6 +661,24 @@
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</summary>
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<param name="sandbox"></param>
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</member>
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<member name="M:Netick.Unity.NetworkEventsListener.OnVisibilityChanged(Netick.Unity.NetworkSandbox)">
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<summary>
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Called when a sandbox visibility changes. Use Sandbox.IsVisible to find if the sandbox is visible or not.
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</summary>
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<param name="sandbox"></param>
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</member>
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<member name="M:Netick.Unity.NetworkEventsListener.OnSceneOperationBegan(Netick.Unity.NetworkSandbox,Netick.Unity.NetworkSceneOperation)">
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<summary>
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Called on both the client and the server when a scene load/unload operation was started.
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</summary>
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<param name="sandbox"></param>
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</member>
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<member name="M:Netick.Unity.NetworkEventsListener.OnSceneOperationDone(Netick.Unity.NetworkSandbox,Netick.Unity.NetworkSceneOperation)">
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<summary>
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Called on both the client and the server when a scene load/unload operation finished.
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</summary>
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<param name="sandbox"></param>
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</member>
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<member name="M:Netick.Unity.NetworkEventsListener.OnSceneLoaded(Netick.Unity.NetworkSandbox)">
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<summary>
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Called on both the client and the server when the scene has been loaded.
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