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override void | InitStates () |
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override void | OnStartServer () |
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override void | OnStopServer () |
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override void | OnStartClient () |
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override void | OnStopClient () |
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void | LocalInitDungeon () |
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void | SetUpDungeon () |
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void | UpdateDungeonBridge (int bridgeIdValue) |
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void | UpdateDungeonTile (int tileIdValue) |
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void | BattleRoomStartCheck (TileBase battleTile) |
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void | PassBattleRoomRpcCalDoorAccessControl (int tileId) |
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void | CalDoorAccessControl (TileBase curTile) |
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bool | CheckCanUpdateTile (out TileBase hostTile) |
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void | OnTileIdChanged (int newTileId) |
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void | ServerTriggerBySpawnPoint (int tileId) |
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void | RpcTriggerBySpawnPoint (int tileId) |
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void | ServerPassBattleRoom (int tileId) |
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void | ServerSendBattleRoomStates (uint netId) |
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void | TargetRpcSendBattleRoomStates (NetworkConnectionToClient conn, List< int > passTileIds, int bossTileId) |
| only client not host will excute this function More...
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void | ServerTileBossRoomBossDie (int tileId) |
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void | RpcTileBossRoomBossDie (int tileId) |
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void | ServerDungeonRecenter (Vector3 offset) |
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void | TargetDungeonRecenter (NetworkConnectionToClient conn, Vector3 offset) |
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void | ServerDropSoul (Vector3 initPos, uint playerNetId, float pob) |
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void | RpcDropSoul (Vector3 initPos, uint playerNetId, float pob) |
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void | ServerPass () |
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void | RpcPass (float passTime) |
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NetworkDungeonRecordData | LoadRecord () |
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void | SaveRecord (NetworkDungeonRecordData data) |
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void | UpdateNetworkDungeonRecord (bool isPass) |
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void | ServerAddRecordData (NetworkPlayer player, string dataStr) |
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void | TargetAddRecordData (NetworkConnectionToClient conn, uint netId, string dataStr) |
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void | AddPlayerRecordData (NetworkPlayer player, NetworkDungeonRecordData data) |
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void | RemovePlayerRecordData (NetworkPlayer player) |
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void | CmdFunc (string funcKey, List< object > objs) |
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virtual void | OnCommandFunc (int index, List< bool > boolList, List< float > floatList, List< int > intList, List< string > strList) |
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override void | OnStartServer () |
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override void | OnStopServer () |
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override void | OnStartClient () |
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override void | OnStopClient () |
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void | RpcFunc (int index, List< bool > boolList, List< float > floatList, List< int > intList, List< string > strList) |
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void | CheckMask (DataType dataType) |
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int | RegBoolState (NetworkState< bool > state, System.Action< bool > clientChangedCallback=null, System.Action< bool > serverChangedCallback=null) |
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int | RegFloatState (NetworkState< float > state, System.Action< float > clientChangedCallback=null, System.Action< float > serverChangedCallback=null) |
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int | RegIntState (NetworkState< int > state, System.Action< int > clientChangedCallback=null, System.Action< int > serverChangedCallback=null) |
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int | RegVec2State (NetworkState< Vector2 > state, System.Action< Vector2 > clientChangedCallback=null, System.Action< Vector2 > serverChangedCallback=null) |
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int | RegVec3State (NetworkState< Vector3 > state, System.Action< Vector3 > clientChangedCallback=null, System.Action< Vector3 > serverChangedCallback=null) |
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int | RegQuatState (NetworkState< Quaternion > state, System.Action< Quaternion > clientChangedCallback=null, System.Action< Quaternion > serverChangedCallback=null) |
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int | RegStrState (NetworkState< string > state, System.Action< string > clientChangedCallback=null, System.Action< string > serverChangedCallback=null) |
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override void | OnSerialize (NetworkWriter writer, bool initialState) |
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override void | OnDeserialize (NetworkReader reader, bool initialState) |
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virtual void | SpawnInit () |
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virtual NetworkStateSnapshot | Construct () |
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void | ServerAddSnapshot (NetworkStateSnapshot snapshot) |
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void | ClientAddSnapshot (NetworkStateSnapshot snapshot) |
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virtual bool | Changed (NetworkStateSnapshot current) |
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virtual void | Reset () |
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bool | GetBoolStateValue (NetworkState< bool > state) |
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float | GetFloatStateValue (NetworkState< float > state) |
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int | GetIntStateValue (NetworkState< int > state) |
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Vector2 | GetVec2StateValue (NetworkState< Vector2 > state) |
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Vector3 | GetVec3StateValue (NetworkState< Vector3 > state) |
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Quaternion | GetQuatStateValue (NetworkState< Quaternion > state) |
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string | GetStrStateValue (NetworkState< string > state) |
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void | SetBoolStateValue (NetworkState< bool > state, bool value) |
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void | SetFloatStateValue (NetworkState< float > state, float value) |
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void | SetIntStateValue (NetworkState< int > state, int value) |
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void | SetVec2StateValue (NetworkState< Vector2 > state, Vector2 value) |
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void | SetVec3StateValue (NetworkState< Vector3 > state, Vector3 value) |
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void | SetQuatStateValue (NetworkState< Quaternion > state, Quaternion value) |
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void | SetStrStateValue (NetworkState< string > state, string value) |
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GameObject | bgmPlayerAll |
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GameObject | startRoom |
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NetworkDungeonStartRoom | networkDungeonStartRoom |
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DungeonDoorBlocker | tombDoorBlocker |
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DungeonDoorBlocker | dunNormalDoorBlocker |
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DungeonDoorBlocker | dunHoleDoorBlocker |
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DungeonDoorBlocker | desertDoorBlocker |
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NetworkState< int > | seed |
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NetworkState< int > | bridgeId |
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NetworkState< int > | tileId |
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NetworkState< bool > | genFin |
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NetworkState< Vector3 > | dungeonRootPos |
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NetworkState< Vector3 > | dungeontransOffset |
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bool | DungeonReady = false |
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bool | ClientPlayerTransportReady = false |
| After client receive all pass battle rooms and transport to curTile More...
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bool | isPass = false |
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int | fightBossTileId = -1 |
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Dictionary< int, NetworkTileBossRoom > | networkTileBossRooms = new Dictionary<int, NetworkTileBossRoom>() |
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Dictionary< NetworkPlayer, NetworkDungeonRecordData > | playerRecordDatas = new Dictionary<NetworkPlayer, NetworkDungeonRecordData>() |
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bool | isMgr = false |
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System.Action | serverInitAction |
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System.Action | clientInitAction |
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NetworkStateLibrary | stateLibrary |
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List< UnityEvent< List< bool >, List< float >, List< int >, List< string > > > | rpcSends |
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List< UnityEvent< List< bool >, List< float >, List< int >, List< string > > > | cmdSends |
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List< UnityEvent< List< bool >, List< float >, List< int >, List< string > > > | rpcCallbacks |
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List< UnityEvent< List< bool >, List< float >, List< int >, List< string > > > | cmdCallbacks |
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DataType | dataMask = DataType.NONE |
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SortedList< DataType, int > | typeStatesCount |
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List< bool > | localBoolStates = new List<bool>() |
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List< float > | localFloatStates = new List<float>() |
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List< int > | localIntStates = new List<int>() |
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List< Vector2 > | localVec2States = new List<Vector2>() |
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List< Vector3 > | localVec3States = new List<Vector3>() |
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List< Quaternion > | localQuatStates = new List<Quaternion>() |
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List< string > | localStrStates = new List<string>() |
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List< NetworkState< bool > > | netBoolStates = new List<NetworkState<bool>>() |
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List< NetworkState< float > > | netFloatStates = new List<NetworkState<float>>() |
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List< NetworkState< int > > | netIntStates = new List<NetworkState<int>>() |
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List< NetworkState< Vector2 > > | netVec2States = new List<NetworkState<Vector2>>() |
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List< NetworkState< Vector3 > > | netVec3States = new List<NetworkState<Vector3>>() |
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List< NetworkState< Quaternion > > | netQuatStates = new List<NetworkState<Quaternion>>() |
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List< NetworkState< string > > | netStrStates = new List<NetworkState<string>>() |
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bool | onlySyncOnChange = true |
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float | onlySyncOnChangeCorrectionMultiplier = 2 |
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bool | compressQuat = true |
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float | floatSensitivity = 0.01f |
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float | vec2Sensitivity = 0.01f |
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float | vec3Sensitivity = 0.01f |
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float | quatSensitivity = 0.01f |
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bool | interpolateFloats = true |
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bool | interpolateVec2s = true |
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bool | interpolateVec3s = true |
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bool | interpolateQuats = true |
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readonly SortedList< double, NetworkStateSnapshot > | clientSnapshots = new SortedList<double, NetworkStateSnapshot>(16) |
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readonly SortedList< double, NetworkStateSnapshot > | serverSnapshots = new SortedList<double, NetworkStateSnapshot>(16) |
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Queue< NetworkStateSnapshot > | cacheSnapshots = new Queue<NetworkStateSnapshot>() |
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NetworkStateSnapshot | lastSnapshot |
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bool | timelineOffset = false |
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Dictionary< string, UnityEvent< List< bool >, List< float >, List< string >, List< int > > > | events = new Dictionary<string, UnityEvent<List<bool>, List<float>, List<string>, List<int>>>() |
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bool | NeedToSync = true |
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uint | sendIntervalMultiplier = 1 |
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override void | Update () |
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virtual void | OnEnable () |
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virtual void | OnDisable () |
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override void | Update () |
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override void | FixedUpdate () |
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override void | LateUpdate () |
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override void | UpdateServerLerp () |
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override void | UpdateClientLerp () |
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override void | FixedUpdateServerLerp () |
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override void | FixedUpdateClientLerp () |
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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) |
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virtual void | Apply (InterpolateSnapshot interpolated, NetworkStateSnapshot endGoal) |
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virtual void | OnC2SSync (List< bool > boolStates, List< float > floatStates, List< int > intStates, List< Vector2 > vec2States, List< Vector3 > vec3States, List< Quaternion > quatStates, List< string > strStates) |
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void | OnS2CSync (List< bool > boolStates, List< float > floatStates, List< int > intStates, List< Vector2 > vec2States, List< Vector3 > vec3States, List< Quaternion > quatStates, List< string > strStates) |
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virtual void | CheckLastSendTime () |
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virtual void | ServerBroadcast () |
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virtual void | ClientBroadcast () |
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