mirror of
https://github.com/Kaveinator/NetickProForUnity.git
synced 2025-10-26 09:49:06 -07:00
Fixed code gen issue for RPC methods where the only parameter is RpcContext.
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@@ -193,7 +193,7 @@
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</member>
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<member name="P:Netick.Unity.NetworkObject.InputSourcePlayerId">
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<summary>
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Returns the NetworkPlayerId of the input source of this object. This is synced for every client.
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Returns the NetworkPlayerId of the input source of this object. This is synced to every client.
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</summary>
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</member>
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<member name="P:Netick.Unity.NetworkObject.InterestGroup">
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@@ -398,7 +398,7 @@
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</member>
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<member name="P:Netick.Unity.NetworkBehaviour.InputSourcePlayerId">
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<summary>
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Returns the NetworkPlayerId of the input source of this object. This is synced for every client.
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Returns the NetworkPlayerId of the input source of this object. This is synced to every client.
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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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@@ -832,7 +832,7 @@
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</member>
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<member name="P:Netick.Unity.NetworkSandbox.LocalPlayer">
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<summary>
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The local player (this) player of this sandbox instance.
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The local player of this sandbox instance.
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</summary>
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</member>
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<member name="P:Netick.Unity.NetworkSandbox.FixedDeltaTime">
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@@ -352,6 +352,15 @@
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typically for the purpose of optimizing network traffic by only sending relevant updates to clients.
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</summary>
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</member>
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<member name="T:Netick.Networked">
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<summary>
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Use this attribute on a property to make it networked. It will be synchronized across the network.
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<para> * Use the parameter "size" to specify the max capacity of a network array/collection.</para>
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<para> * Use the parameter "relevancy" to specify who will receive this variable.</para>
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<para> * Use the parameter "precision" to specify the precision of a float-based variable.</para>
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<para> * Use the parameter "ensureSafety" to specify if it will always be safe to access this variable (for instance, when Netick is not running).</para>
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</summary>
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</member>
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<member name="T:Netick.OnChanged">
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<summary>
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Use this attribute on a method you want to call when a specific property value changes. Example: [OnChanged(nameof(PropertyName)]
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@@ -359,7 +368,7 @@
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</member>
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<member name="T:Netick.Rpc">
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<summary>
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Use this attribute on any method you want to make an RPC. Should have the return type of void.
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Use this attribute on any method you want to make an RPC. Must have the return type of void.
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<para> * Use the parameter "source" to specify who is allowed to send this RPC.</para>
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<para> * Use the parameter "target" to specify who is allowed to receive and execute this RPC.</para>
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<para> * Use the parameter "isReliable" to specify if this Rpc should be reliable or not, meaning it won't be lost (due to packet loss).</para>
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@@ -868,6 +877,16 @@
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Manages interest groups and area of interest (AoI) layers.
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</summary>
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</member>
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<member name="T:Netick.RpcContext">
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<summary>
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Contains information about an RPC call.
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</summary>
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</member>
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<member name="F:Netick.RpcContext.Source">
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<summary>
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The source of this RPC call (the player that originally called it).
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</summary>
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</member>
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<member name="M:Netick.NetworkRpc.InternalIsResim(Netick.NetickEngine)">
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<summary>
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Internal method. Never call this.
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