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 |
bindIndex (defined in CrossLink.Network.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
bindNetId (defined in CrossLink.Network.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
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 | |
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 | |
CmdFunc(string funcKey, List< object > objs) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
CmdLockGunBarrel() (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
CmdOnShootLocal(int shootActionId) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
CmdOnShootLocalHitInteractRole(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 localPoint, Vector3 localNormal, Vector3 localRelaVel, int fcNetId, string muscleName) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
CmdOnShootLocalHitInteractRoleMsg(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 localPoint, Vector3 localNormal, Vector3 localRelaVel, int fcNetId, string muscleName) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
CmdOnShootLocalHitOther(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
CmdOnShootLocalHitOtherMsg(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
CmdOnShootLocalHitPlayer(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel, int playerNetId) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
CmdOnShootLocalHitPlayerHand(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel, int playerNetId, int handIdx) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
CmdOnShootLocalHitPlayerHandMsg(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel, int playerNetId, int handIdx) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
CmdOnShootLocalHitScene(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
CmdOnShootLocalHitSceneMsg(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
CmdReLoad() (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
cmdSends (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
CmdShootLocalHitPlayerMsg(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel, int playerNetId) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
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 | |
debugEnhance (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
deformRB (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
durability (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
enchanterNetId (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
enhanceLevel (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
events (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
FixedUpdate() (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | protectedvirtual |
FixedUpdateClientLerp() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
FixedUpdateServerLerp() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
floatSensitivity (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GetBindIndex (defined in CrossLink.Network.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
GetBindNetId (defined in CrossLink.Network.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
GetBoolStateValue(NetworkState< bool > state) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GetDebugEnhance (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
GetEnchanterNetId (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
GetEnhanceLevel (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
GetFloatStateValue(NetworkState< float > state) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GetHandIBIdx (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
GetInitPos (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
GetInitRot (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
GetIntStateValue(NetworkState< int > state) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
GetNeedIns (defined in CrossLink.Network.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
GetObjName (defined in CrossLink.Network.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
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 | |
GunBarrelState(bool isLock) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
handIBIdx (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
ibName (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
initPos (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
initRot (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
InitStates() (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | virtual |
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 | |
isClientGrab (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
isClientWithAuthority (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protected |
IsInit (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
isMgr (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
isPendant (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
isPendantLeft (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
isSender (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
isThrowItem (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
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 |
localBoolStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
LocalExecuteTestRpcFunc(List< bool > boolList, List< float > floatList, List< int > intList, List< string > strList) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
localFloatStates (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
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 | |
lockRB (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
luaLockBarrel (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
luaOnGunBarrelUpdate (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
luaOnShoot (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
luaOnShootLocal (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
luaOnShootLocalHitInteractRole (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
luaOnShootLocalHitOther (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
luaOnShootLocalHitPlayer (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
luaOnShootLocalHitPlayerHand (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
luaOnShootLocalHitScene (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
luaReload (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
luaStartLoadDetect (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
needIns (defined in CrossLink.Network.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
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 | |
networkIB (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
objName (defined in CrossLink.Network.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
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 |
OnChargeDura(int value) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
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 |
OnEnable() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | protectedvirtual |
OnGunBarrelUpdate(bool isLock) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
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.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
OnStartServer() (defined in CrossLink.Network.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
OnStopClient() (defined in CrossLink.Network.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
OnStopServer() (defined in CrossLink.Network.NetworkObjBase) | CrossLink.Network.NetworkObjBase | |
quatSensitivity (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
rbAve (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
rbPos (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
rbRot (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
rbVe (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
ReceiveTestRpcFunc(List< bool > boolList, List< float > floatList, List< int > intList, List< string > strList) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
RefleshDura(int dura) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
RefleshName(string name) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
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 | |
ReleaseMonoFunctions() (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | virtual |
Reset() (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | virtual |
rpcCallbacks (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RpcCloseSkill() (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
RpcDoEnchantSkill(int fcNetId, string muscleName, int thisColNetId, int thisColKey, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
RpcDoEnchantSkillWithPlayer(int rbNetId, int rbKey, int thisColNetId, int thisColKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel, int playerId) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
RpcEnchant(int netId, float dura, int count, string loopName, string endName) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
RpcEnchantEnd() (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
RpcEnchantOther(int netId, bool isRemainTime) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
RpcFunc(int index, List< bool > boolList, List< float > floatList, List< int > intList, List< string > strList) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RpcLockBarrel() (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
RpcOnEnchanting(float progress) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
RpcOnShoot(int netId) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
RpcOnShootLocal(int shootActionId) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
RpcOnShootLocalHitInteractRole(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 localPoint, Vector3 localNormal, Vector3 localRelaVel, int fcNetId, string muscleName) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
RpcOnShootLocalHitOther(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
RpcOnShootLocalHitPlayer(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel, int playerNetId) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
RpcOnShootLocalHitPlayerHand(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel, int playerNetId, int handIdx) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
RpcOnShootLocalHitScene(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
RpcReLoad() (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
RpcRemoveEnchant() (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
rpcSends (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
RpcStartEnchanting(string name) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
RpcStartLoadDetect() (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
RpcStopEnchanting() (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
script (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
sendIntervalCounter (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protected |
sendIntervalMultiplier (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | |
SendTestRpcFunc(List< bool > boolList, List< float > floatList, List< int > intList, List< string > strList) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
ServerAddSnapshot(NetworkStateSnapshot snapshot) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
ServerBroadcast() (defined in CrossLink.Network.NetworkSyncBase) | CrossLink.Network.NetworkSyncBase | protectedvirtual |
ServerCloseSkill() (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
ServerDoEnchantSkill(FullCharacterControl fc, RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
ServerDoEnchantSkillWithPlayer(Rigidbody rb, Collider thisCol, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel, InteractCharacter character) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
ServerEnchant(InteractBase ib, float dura, int count, string loopName, string endName) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
ServerEnchantEnd() (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
ServerEnchantOther(InteractBase ib, bool isRemainTime) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
serverInitAction (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
ServerLockBarrel() (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
ServerOnEnchanting(float progress) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
ServerOnShoot(FlyObject fo) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
ServerOnshootLocal(int shootActionId) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
ServerOnshootLocalHitInteractRole(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 localPoint, Vector3 localNormal, Vector3 localRelaVel, int fcNetId, string muscleName) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
ServerOnshootLocalHitOther(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
ServerOnshootLocalHitPlayer(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel, int playerNetId) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
ServerOnshootLocalHitPlayerHand(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel, int playerNetId, int handIdx) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
ServerOnshootLocalHitScene(int shootActionId, int rbNetId, int rbKey, int colNetId, int colKey, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
ServerReLoad() (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
ServerRemoveEnchant() (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
serverSnapshots (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
ServerStartEnchanting(string name) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
ServerStartLoadDetect() (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
ServerStopEnchanting() (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
SetBoolStateValue(NetworkState< bool > state, bool value) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
SetDebugEnhance(bool value) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
SetDeformRBAve(Vector3 value) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
SetDeformRBPos(Vector3 value) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
SetDeformRBRot(Quaternion value) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
SetDeformRBVe(Vector3 value) (defined in CrossLink.Network.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | |
SetEnchanterNetId(int value) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
SetEnhanceLevel(int value) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
SetFloatStateValue(NetworkState< float > state, float value) (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
SetInitPos(Vector3 pos) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
SetInitRot(Quaternion rot) (defined in CrossLink.Network.NetworkIBState) | CrossLink.Network.NetworkIBState | |
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.NetworkRevolverState) | CrossLink.Network.NetworkRevolverState | virtual |
stateLibrary (defined in CrossLink.Network.NetworkStateBase) | CrossLink.Network.NetworkStateBase | |
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 |
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 | |