Battle Talent  V11
Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | Properties | Events | List of all members
CrossLink.Network.NetworkDungeonMgr Class Reference

Inherits CrossLink.Network.NetworkStateBase.

Public Member Functions

override void InitStates ()
 
override void OnStartServer ()
 
override void OnStopServer ()
 
override void OnStartClient ()
 
override void OnStopClient ()
 
void LocalInitDungeon ()
 
void SetUpDungeon ()
 
void UpdateDungeonBridge (int bridgeIdValue)
 
void UpdateDungeonTile (int tileIdValue)
 
void BattleRoomStartCheck (TileBase battleTile)
 
void PassBattleRoomRpcCalDoorAccessControl (int tileId)
 
void CalDoorAccessControl (TileBase curTile)
 
bool CheckCanUpdateTile (out TileBase hostTile)
 
void OnTileIdChanged (int newTileId)
 
void ServerTriggerBySpawnPoint (int tileId)
 
void RpcTriggerBySpawnPoint (int tileId)
 
void ServerPassBattleRoom (int tileId)
 
void ServerSendBattleRoomStates (uint netId)
 
void TargetRpcSendBattleRoomStates (NetworkConnectionToClient conn, List< int > passTileIds, int bossTileId)
 only client not host will excute this function More...
 
void ServerTileBossRoomBossDie (int tileId)
 
void RpcTileBossRoomBossDie (int tileId)
 
void ServerDungeonRecenter (Vector3 offset)
 
void TargetDungeonRecenter (NetworkConnectionToClient conn, Vector3 offset)
 
void ServerDropSoul (Vector3 initPos, uint playerNetId, float pob)
 
void RpcDropSoul (Vector3 initPos, uint playerNetId, float pob)
 
void ServerPass ()
 
void RpcPass (float passTime)
 
NetworkDungeonRecordData LoadRecord ()
 
void SaveRecord (NetworkDungeonRecordData data)
 
void UpdateNetworkDungeonRecord (bool isPass)
 
void ServerAddRecordData (NetworkPlayer player, string dataStr)
 
void TargetAddRecordData (NetworkConnectionToClient conn, uint netId, string dataStr)
 
void AddPlayerRecordData (NetworkPlayer player, NetworkDungeonRecordData data)
 
void RemovePlayerRecordData (NetworkPlayer player)
 

Public Attributes

GameObject bgmPlayerAll
 
GameObject startRoom
 
NetworkDungeonStartRoom networkDungeonStartRoom
 
DungeonDoorBlocker tombDoorBlocker
 
DungeonDoorBlocker dunNormalDoorBlocker
 
DungeonDoorBlocker dunHoleDoorBlocker
 
DungeonDoorBlocker desertDoorBlocker
 
NetworkState< int > seed
 
NetworkState< int > bridgeId
 
NetworkState< int > tileId
 
NetworkState< bool > genFin
 
NetworkState< Vector3 > dungeonRootPos
 
NetworkState< Vector3 > dungeontransOffset
 
bool DungeonReady = false
 
bool ClientPlayerTransportReady = false
 After client receive all pass battle rooms and transport to curTile More...
 
bool isPass = false
 
int fightBossTileId = -1
 
Dictionary< int, NetworkTileBossRoomnetworkTileBossRooms = new Dictionary<int, NetworkTileBossRoom>()
 
Dictionary< NetworkPlayer, NetworkDungeonRecordDataplayerRecordDatas = new Dictionary<NetworkPlayer, NetworkDungeonRecordData>()
 

Static Public Attributes

static NetworkDungeonMgr Instance
 

Protected Member Functions

override void Update ()
 

Properties

int GetBridgeId [get]
 
int GetTileId [get]
 
bool CanInit [get]
 
GameObject NetworkTileBaseRoot [get]
 

Events

System.Action networkDungeonReadyEvent
 

Additional Inherited Members

Member Function Documentation

◆ TargetRpcSendBattleRoomStates()

void CrossLink.Network.NetworkDungeonMgr.TargetRpcSendBattleRoomStates ( NetworkConnectionToClient  conn,
List< int >  passTileIds,
int  bossTileId 
)

only client not host will excute this function

Member Data Documentation

◆ ClientPlayerTransportReady

bool CrossLink.Network.NetworkDungeonMgr.ClientPlayerTransportReady = false

After client receive all pass battle rooms and transport to curTile