Battle Talent
V11
|
sync character states More...
Inherits CrossLink.Network.NetworkStateBase.
Public Member Functions | |
void | SetCharacterName (string name) |
void | SetModName (string name) |
void | SetInitPos (Vector3 pos) |
void | SetInitRot (Quaternion rot) |
void | SetIsDead (bool value) |
void | SetIsPendant (bool value) |
void | SetRoleEffector (RoleEffector value) |
void | SetForceSpawn (bool value) |
void | SetLeftHandIBNetId (int value) |
void | SetRightHandIBNetId (int value) |
override void | InitStates () |
void | ClientSetCharacterName (string name) |
void | ServerInit () |
void | ClientInit () |
override void | OnStartServer () |
override void | OnStopServer () |
override void | OnStartClient () |
override void | OnStopClient () |
void | ServerTwoHandState (bool l) |
void | RpcTwoHandState (bool l) |
void | ServerSkelBreakUp () |
void | RpcSkelBreakUp () |
void | ServerSkelAssemble () |
void | RpcSkelAssemble () |
void | ServerFreezeEffect (bool e) |
void | RpcFreezeEffect (bool e) |
void | ServerSetupArmor (List< int > randomArmorIdxList) |
void | RpcSetupArmor (List< int > randomArmorIdxList) |
void | ServerUpdateKillerNetId (uint netId) |
NetworkPlayer | GetKiller () |
![]() | |
void | CmdFunc (string funcKey, List< object > objs) |
virtual void | OnCommandFunc (int index, List< bool > boolList, List< float > floatList, List< int > intList, List< string > strList) |
override void | OnStartServer () |
override void | OnStopServer () |
override void | OnStartClient () |
override void | OnStopClient () |
void | RpcFunc (int index, List< bool > boolList, List< float > floatList, List< int > intList, List< string > strList) |
void | CheckMask (DataType dataType) |
int | RegBoolState (NetworkState< bool > state, System.Action< bool > clientChangedCallback=null, System.Action< bool > serverChangedCallback=null) |
int | RegFloatState (NetworkState< float > state, System.Action< float > clientChangedCallback=null, System.Action< float > serverChangedCallback=null) |
int | RegIntState (NetworkState< int > state, System.Action< int > clientChangedCallback=null, System.Action< int > serverChangedCallback=null) |
int | RegVec2State (NetworkState< Vector2 > state, System.Action< Vector2 > clientChangedCallback=null, System.Action< Vector2 > serverChangedCallback=null) |
int | RegVec3State (NetworkState< Vector3 > state, System.Action< Vector3 > clientChangedCallback=null, System.Action< Vector3 > serverChangedCallback=null) |
int | RegQuatState (NetworkState< Quaternion > state, System.Action< Quaternion > clientChangedCallback=null, System.Action< Quaternion > serverChangedCallback=null) |
int | RegStrState (NetworkState< string > state, System.Action< string > clientChangedCallback=null, System.Action< string > serverChangedCallback=null) |
override void | OnSerialize (NetworkWriter writer, bool initialState) |
override void | OnDeserialize (NetworkReader reader, bool initialState) |
virtual void | SpawnInit () |
virtual NetworkStateSnapshot | Construct () |
void | ServerAddSnapshot (NetworkStateSnapshot snapshot) |
void | ClientAddSnapshot (NetworkStateSnapshot snapshot) |
virtual bool | Changed (NetworkStateSnapshot current) |
virtual void | Reset () |
bool | GetBoolStateValue (NetworkState< bool > state) |
float | GetFloatStateValue (NetworkState< float > state) |
int | GetIntStateValue (NetworkState< int > state) |
Vector2 | GetVec2StateValue (NetworkState< Vector2 > state) |
Vector3 | GetVec3StateValue (NetworkState< Vector3 > state) |
Quaternion | GetQuatStateValue (NetworkState< Quaternion > state) |
string | GetStrStateValue (NetworkState< string > state) |
void | SetBoolStateValue (NetworkState< bool > state, bool value) |
void | SetFloatStateValue (NetworkState< float > state, float value) |
void | SetIntStateValue (NetworkState< int > state, int value) |
void | SetVec2StateValue (NetworkState< Vector2 > state, Vector2 value) |
void | SetVec3StateValue (NetworkState< Vector3 > state, Vector3 value) |
void | SetQuatStateValue (NetworkState< Quaternion > state, Quaternion value) |
void | SetStrStateValue (NetworkState< string > state, string value) |
Public Attributes | |
NetworkCharacterBase | networkCharacter |
NetworkDismemberment | networkDismemberment |
List< int > | randomArmorList = null |
uint? | killerNetId = null |
NetworkState< string > | characterName |
NetworkState< string > | modName |
NetworkState< Vector3 > | initPos |
NetworkState< Quaternion > | initRot |
NetworkState< bool > | isDead |
NetworkState< bool > | isPendant |
NetworkState< int > | roleEffector |
NetworkState< bool > | forceSpawn |
NetworkState< int > | leftIBNetId |
NetworkState< int > | rightIBNetId |
NetworkState< float > | initHp |
NetworkState< float > | initMp |
![]() | |
bool | isMgr = false |
System.Action | serverInitAction |
System.Action | clientInitAction |
NetworkStateLibrary | stateLibrary |
List< UnityEvent< List< bool >, List< float >, List< int >, List< string > > > | rpcSends |
List< UnityEvent< List< bool >, List< float >, List< int >, List< string > > > | cmdSends |
List< UnityEvent< List< bool >, List< float >, List< int >, List< string > > > | rpcCallbacks |
List< UnityEvent< List< bool >, List< float >, List< int >, List< string > > > | cmdCallbacks |
DataType | dataMask = DataType.NONE |
SortedList< DataType, int > | typeStatesCount |
List< bool > | localBoolStates = new List<bool>() |
List< float > | localFloatStates = new List<float>() |
List< int > | localIntStates = new List<int>() |
List< Vector2 > | localVec2States = new List<Vector2>() |
List< Vector3 > | localVec3States = new List<Vector3>() |
List< Quaternion > | localQuatStates = new List<Quaternion>() |
List< string > | localStrStates = new List<string>() |
List< NetworkState< bool > > | netBoolStates = new List<NetworkState<bool>>() |
List< NetworkState< float > > | netFloatStates = new List<NetworkState<float>>() |
List< NetworkState< int > > | netIntStates = new List<NetworkState<int>>() |
List< NetworkState< Vector2 > > | netVec2States = new List<NetworkState<Vector2>>() |
List< NetworkState< Vector3 > > | netVec3States = new List<NetworkState<Vector3>>() |
List< NetworkState< Quaternion > > | netQuatStates = new List<NetworkState<Quaternion>>() |
List< NetworkState< string > > | netStrStates = new List<NetworkState<string>>() |
bool | onlySyncOnChange = true |
float | onlySyncOnChangeCorrectionMultiplier = 2 |
bool | compressQuat = true |
float | floatSensitivity = 0.01f |
float | vec2Sensitivity = 0.01f |
float | vec3Sensitivity = 0.01f |
float | quatSensitivity = 0.01f |
bool | interpolateFloats = true |
bool | interpolateVec2s = true |
bool | interpolateVec3s = true |
bool | interpolateQuats = true |
readonly SortedList< double, NetworkStateSnapshot > | clientSnapshots = new SortedList<double, NetworkStateSnapshot>(16) |
readonly SortedList< double, NetworkStateSnapshot > | serverSnapshots = new SortedList<double, NetworkStateSnapshot>(16) |
Queue< NetworkStateSnapshot > | cacheSnapshots = new Queue<NetworkStateSnapshot>() |
NetworkStateSnapshot | lastSnapshot |
bool | timelineOffset = false |
Dictionary< string, UnityEvent< List< bool >, List< float >, List< string >, List< int > > > | events = new Dictionary<string, UnityEvent<List<bool>, List<float>, List<string>, List<int>>>() |
![]() | |
bool | NeedToSync = true |
uint | sendIntervalMultiplier = 1 |
Properties | |
string | GetCharacterName [get] |
string | GetModName [get] |
Vector3 | GetInitPos [get] |
Quaternion | GetInitRot [get] |
bool | GetIsDead [get] |
bool | GetIsPendant [get] |
RoleEffector | GetRoleEffector [get] |
bool | GetForceSpawn [get] |
int | GetLeftHandIBNetId [get] |
int | GetRightHandIBNetId [get] |
![]() | |
bool | IsInit [get] |
bool | isSender [get] |
double | timeStampAdjustment [get] |
double | offset [get] |
![]() | |
bool | isClientWithAuthority [get] |
Additional Inherited Members | |
![]() | |
enum class | DataType { NONE = 0 , BOOL = 1 << 0 , FLOAT = 1 << 1 , INT = 1 << 2 , VEC2 = 1 << 3 , VEC3 = 1 << 4 , QUAT = 1 << 5 , STR = 1 << 6 } |
![]() | |
virtual void | OnEnable () |
virtual void | OnDisable () |
override void | Update () |
override void | FixedUpdate () |
override void | LateUpdate () |
override void | UpdateServerLerp () |
override void | UpdateClientLerp () |
override void | FixedUpdateServerLerp () |
override void | FixedUpdateClientLerp () |
void | AddSnapshot (SortedList< double, NetworkStateSnapshot > snapshots, double timeStamp, List< bool > boolStates, List< float > floatStates, List< int > intStates, List< Vector2 > vec2States, List< Vector3 > vec3States, List< Quaternion > quatStates, List< string > strStates) |
virtual void | Apply (InterpolateSnapshot interpolated, NetworkStateSnapshot endGoal) |
virtual void | OnC2SSync (List< bool > boolStates, List< float > floatStates, List< int > intStates, List< Vector2 > vec2States, List< Vector3 > vec3States, List< Quaternion > quatStates, List< string > strStates) |
void | OnS2CSync (List< bool > boolStates, List< float > floatStates, List< int > intStates, List< Vector2 > vec2States, List< Vector3 > vec3States, List< Quaternion > quatStates, List< string > strStates) |
![]() | |
virtual void | CheckLastSendTime () |
virtual void | ServerBroadcast () |
virtual void | ClientBroadcast () |
![]() | |
uint | sendIntervalCounter = 0 |
double | lastSendIntervalTime = double.MinValue |
sync character states