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) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protected |
Apply(InterpolateSnapshot interpolated, NetworkStateSnapshot endGoal) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
Bind() (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
cacheSnapshots (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
Changed(NetworkStateSnapshot current) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | virtual |
CheckLastSendTime() (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protectedvirtual |
CheckMask(DataType dataType) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
CheckNetworkHand(InteractHand hand, NetworkPlayer targetplayer, bool grabbing) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
ClientAddSnapshot(NetworkStateSnapshot snapshot) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
ClientBroadcast() (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protectedvirtual |
clientInitAction (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
clientSnapshots (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
cmdCallbacks (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
CmdDoMount(bool isLeft, int playerNetId, int slotIndex, int ibNetId, Vector3? handPos, Quaternion? handRot, Vector3? anchor, Vector3? ibPos, Quaternion? ibRot) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
CmdDoMountOthers(bool isLeft, int playerNetId, int slotIndex) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
CmdFunc(string funcKey, List< object > objs) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
CmdGrabNull(bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
CmdOnHandBuildGrab(bool isLeft, uint netId, int key, Vector3 handPos, Quaternion handRot, Vector3 ikLocalPos, Quaternion ikLocalRot) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
CmdOnHandCallAndGrab(int netId, int index, float sec, bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
CmdOnHandGrab(int netId, int index, bool g, bool isLeft, Vector3? handPos, Quaternion? handRot, Vector3? anchor, Vector3? attachPos, Quaternion? attachRot) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
CmdOnHandReleaseGrab(bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
CmdOnHandSlotTrigger(bool t, bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
CmdOnHandThrow(bool isLeft, int netId, int index, Vector3 ve, Vector3 ave, Vector3? ibve, Vector3? ibave, double rtt) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
CmdOnHandTrigger(bool t, bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
cmdSends (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
CmdUpdateGrabJointAnchor(bool isLeft, float x, float y, float z) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
CmdUpdateHandPoseWeight(bool isLeft, float? thumbWeight, float? indexWeight, float? elseWeight) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
compressQuat (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
Construct() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | virtual |
dataMask (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
DataType enum name (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
DoCmdOnHandSlotTrigger(bool t, bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
DoCmdOnHandTrigger(bool t, bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
events (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
FixedUpdate() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
FixedUpdateClientLerp() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
FixedUpdateNetworkHand() (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
FixedUpdateServerLerp() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
floatSensitivity (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GetBoolStateValue(NetworkState< bool > state) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GetFloatStateValue(NetworkState< float > state) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GetHandNetworkIB(bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
GetIntStateValue(NetworkState< int > state) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GetIsCalling(bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
GetNetworkLeftHandVelocityEstimateLocal() (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
GetNetworkRightHandVelocityEstimateLocal() (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
GetNetworkVelocityEstimateLocal(bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
GetQuatStateValue(NetworkState< Quaternion > state) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GetStrStateValue(NetworkState< string > state) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GetVec2StateValue(NetworkState< Vector2 > state) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GetVec3StateValue(NetworkState< Vector3 > state) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GrabRagdoll(int netId) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
handPoseSyncSensitivity (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
Init(InteractHand leftHand, InteractHand rightHand) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
InitStates() (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | virtual |
interactLeftHand (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
interactRightHand (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
interpolateFloats (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
interpolateQuats (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
interpolateVec2s (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
interpolateVec3s (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
isClientWithAuthority (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protected |
IsInit (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
IsLeftCalling (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
isMgr (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
IsRightCalling (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
isSender (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
lastSendIntervalTime (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protected |
lastSnapshot (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
LateUpdate() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
leftElseWeight (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
leftHandShadow (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
leftIndexWeight (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
leftThumbWeight (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
leftVelocityEstimateLocal (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
localBoolStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
localFloatStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
localGrabRagdollLeftNetId (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
localGrabRagdollRightNetId (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
localIntStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
localQuatStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
localStrStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
localVec2States (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
localVec3States (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
NeedToSync (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | |
netBoolStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
netFloatStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
netIntStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
netQuatStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
netStrStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
netVec2States (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
netVec3States (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
networkHandMap (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | static |
networkPlayer (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
offset (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protected |
OnC2SSync(List< bool > boolStates, List< float > floatStates, List< int > intStates, List< Vector2 > vec2States, List< Vector3 > vec3States, List< Quaternion > quatStates, List< string > strStates) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
OnCommandFunc(int index, List< bool > boolList, List< float > floatList, List< int > intList, List< string > strList) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | virtual |
OnDeserialize(NetworkReader reader, bool initialState) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
OnDisable() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
OnDoMountOthersServer(bool isLeft, int playerNetId, int slotIndex) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnDoMountServer(bool isLeft, int playerNetId, int slotIndex, int ibNetId, Vector3? handPos, Quaternion? handRot, Vector3? anchor, Vector3? ibPos, Quaternion? ibRot) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnEnable() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
OnHandBuildGrabServer(bool isLeft, uint netId, int key, Vector3 handPos, Quaternion handRot, Vector3 ikLocalPos, Quaternion ikLocalRot) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnHandGrabClient(int netId, int index, bool g, bool isLeft, Vector3? handPos, Quaternion? handRot, Vector3? anchor, Vector3? attachPos, Quaternion? attachRot) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnHandGrabServer(int netId, int index, bool g, bool isLeft, Vector3? handPos, Quaternion? handRot, Vector3? anchor, Vector3? attachPos, Quaternion? attachRot) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnHandReleaseGrabServer(bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnHandTriggerLocal(bool t, bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnLocalSlotTrigger (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnLocalTrigger (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
onlySyncOnChange (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
onlySyncOnChangeCorrectionMultiplier (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
OnS2CSync(List< bool > boolStates, List< float > floatStates, List< int > intStates, List< Vector2 > vec2States, List< Vector3 > vec3States, List< Quaternion > quatStates, List< string > strStates) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protected |
OnSerialize(NetworkWriter writer, bool initialState) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
OnStartClient() (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnStartLocalPlayer() (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnStartServer() (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnStopClient() (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
OnStopServer() (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
quatSensitivity (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RegBoolState(NetworkState< bool > state, System.Action< bool > clientChangedCallback=null, System.Action< bool > serverChangedCallback=null) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RegFloatState(NetworkState< float > state, System.Action< float > clientChangedCallback=null, System.Action< float > serverChangedCallback=null) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RegIntState(NetworkState< int > state, System.Action< int > clientChangedCallback=null, System.Action< int > serverChangedCallback=null) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RegQuatState(NetworkState< Quaternion > state, System.Action< Quaternion > clientChangedCallback=null, System.Action< Quaternion > serverChangedCallback=null) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RegStrState(NetworkState< string > state, System.Action< string > clientChangedCallback=null, System.Action< string > serverChangedCallback=null) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RegVec2State(NetworkState< Vector2 > state, System.Action< Vector2 > clientChangedCallback=null, System.Action< Vector2 > serverChangedCallback=null) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RegVec3State(NetworkState< Vector3 > state, System.Action< Vector3 > clientChangedCallback=null, System.Action< Vector3 > serverChangedCallback=null) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
Reset() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | virtual |
rightElseWeight (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
rightHandShadow (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
rightIndexWeight (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
rightThumbWeight (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
rightVelocityEstimateLocal (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
rpcCallbacks (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RpcDoMount(bool isLeft, int playerNetId, int slotIndex, int ibNetId, Vector3? handPos, Quaternion? handRot, Vector3? anchor, Vector3? ibPos, Quaternion? ibRot) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
RpcFunc(int index, List< bool > boolList, List< float > floatList, List< int > intList, List< string > strList) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RpcGrabJointAnchor(bool isLeft, float x, float y, float z) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
RpcHandGrab(int netId, int index, bool g, bool isLeft, Vector3? handPos, Quaternion? handRot, Vector3? anchor, Vector3? attachPos, Quaternion? attachRot) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
RpcHandSlotTrigger(bool t, bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
RpcHandTrigger(bool t, bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
RpcOnHandBuildGrab(bool isLeft, uint netId, int key, Vector3 handPos, Quaternion handRot, Vector3 ikLocalPos, Quaternion ikLocalRot) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
RpcOnHandReleaseGrab(bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
RpcOnHandThrow(bool isLeft, int netId, int index) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
rpcSends (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
sendIntervalCounter (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protected |
sendIntervalMultiplier (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | |
ServerAddSnapshot(NetworkStateSnapshot snapshot) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
ServerBroadcast() (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protectedvirtual |
serverInitAction (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
serverSnapshots (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
SetBoolStateValue(NetworkState< bool > state, bool value) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
SetFloatStateValue(NetworkState< float > state, float value) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
SetHandPoseWeight(bool isLeft, float? thumbWeight, float? indexWeight, float? elseWeight) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
SetIntStateValue(NetworkState< int > state, int value) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
SetQuatStateValue(NetworkState< Quaternion > state, Quaternion value) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
SetStrStateValue(NetworkState< string > state, string value) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
SetVec2StateValue(NetworkState< Vector2 > state, Vector2 value) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
SetVec3StateValue(NetworkState< Vector3 > state, Vector3 value) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
SpawnInit() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | virtual |
stateLibrary (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
TargetForceGrabNull(NetworkConnectionToClient conn, bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
TargetForceReleaseFingerGrab(NetworkConnectionToClient conn, bool isLeft) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
TargetRpcDoMountOthers(NetworkConnectionToClient conn, bool isLeft, int playerNetId, int slotIndex) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
TargetRpcUpdateHandPoseWeight(NetworkConnectionToClient conn, bool isLeft, float? thumbWeight, float? indexWeight, float? elseWeight) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
timelineOffset (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
timeStampAdjustment (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protected |
typeStatesCount (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
Update() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
UpdateClientLerp() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
UpdateHandPoseWeight(bool isLeft, float thumbWeight, float indexWeight, float elseWeight) (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
UpdateNetworkHand() (defined in CrossLink.Network.NetworkInteractHand) | CrossLink.Network.NetworkInteractHand | |
UpdateServerLerp() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
vec2Sensitivity (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
vec3Sensitivity (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |