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

Inherits NetworkBehaviour.

Public Member Functions

FlyObject NetworkCreateFlyObj (string fo, InteractBase owner, Vector3 pos, Vector3 dir, float vel=-1, string specificPath=null, System.Action< NetworkFlyObjectBase, GameObject > callback=null)
 
FlyObject NetworkSpawnFlyObj (string fo, FlyObject flyObject=null, Vector3? pos=null, Vector3? dir=null, float? vel=null, System.Action< NetworkFlyObjectBase, GameObject > callback=null)
 
void NetworkSpawnFlyObject (string flyObjectName, FlyObject flyObject=null, uint ownerNetId=0, Vector3? pos=null, Vector3? dir=null, float? vel=null, string spPath=null, System.Action< NetworkFlyObjectBase, GameObject > callback=null)
 
void RegisterNetworkFlyObject (uint netId, NetworkFlyObjectBase networkFlyObj)
 
void UnRegisterNetworkFlyObject (uint netId)
 
int GetNetworkFlyObjectIndex (string ibName)
 
NetworkFlyObjectBase GetNetworkFlyObject (uint netId)
 
void LuaCallSpawnCharacter (string characterName, Vector3? pos=null, Quaternion? rot=null, NetworkFlyObjectBase networkFlyObj=null)
 
void NetworkSpawnCharacter (string characterName, Vector3? pos=null, Quaternion? rot=null, RoleEffector re=RoleEffector.None, bool force=false, System.Action< FullCharacterControl > onSpawn=null)
 
void RegisterNetworkCharacter (uint netId, NetworkCharacterBase networkCharacter)
 
void UnRegisterNetworkCharacter (uint netId)
 
NetworkCharacterBase GetNetworkCharacter (uint netId)
 
void NetworkSpawnIB (string ibName, Vector3? pos=null, Quaternion? rot=null, bool isPendant=false, bool isPendantLeft=false, uint netId=0, bool needIns=true, System.Action< NetworkInteractBase, GameObject > callback=null, bool isThrowItem=false, int handIBIdx=0, int bindIndex=-1, NetworkInteractBase.SpawnType spawnType=NetworkInteractBase.SpawnType.weapon, GameObject ibGO=null)
 
void NetworkSpawnIB (int index, Vector3? pos=null, Quaternion? rot=null, bool isPendant=false, bool isPendantLeft=false, uint netId=0, bool needIns=true, System.Action< NetworkInteractBase, GameObject > callback=null, bool isThrowItem=false, int handIBIdx=0, int bindIndex=-1, string ibName="", NetworkInteractBase.SpawnType spawnType=NetworkInteractBase.SpawnType.weapon, GameObject ibGO=null)
 
void NetworkSpawnIB (GameObject networkIBGo, bool isPendant=false, bool isPendantLeft=false, uint netId=0, bool needIns=true, System.Action< NetworkInteractBase, GameObject > callback=null, bool isThrowItem=false, int handIBIdx=0, int bindIndex=-1, string ibName="")
 
void NetworkSpawnHandIB (string ibName, uint netId, int handIBIdx)
 
void RegisterNetworkIB (uint netId, NetworkInteractBase networkIB)
 
void UnRegisterIB (uint netId)
 
NetworkInteractBase GetNetworkIB (uint netId)
 
int GetNetworkIBIndex (string ibName)
 
void NetworkSpawnEnv (string envName, bool isGlobalMesh=false, bool needIns=false)
 
void NetworkSpawnTileBase (int tileId, bool needIns=false)
 
void RegisterNetworkEnv (uint netId, NetworkEnv networkEnv)
 
void UnRegisterNetworkEnv (uint netId)
 
NetworkEnv GetNetworkEnv (uint netId)
 
int GetNetworkTileBaseIndex ()
 
int GetNetworkEnvIndex ()
 
void RegisterNetworkStabableObj (uint netId, NetworkStabableObj networkStabableObj)
 
void UnRegisterNetworkStabableObj (uint netId)
 
NetworkStabableObj GetNetworkStabableObj (uint netId)
 
GameObject GetNetworkPrefab (string name)
 
void NetworkSpawnBindSceneObj (uint bindNetId=0, int bindIndex=-1, System.Action< NetworkSceneObjBase, GameObject > callback=null)
 
GameObject NetworkInstantiateSceneObj (string sceneObjName=null, bool needIns=false, uint bindNetId=0, int bindIndex=-1)
 client except host also can call this function More...
 
void NetworkSpawnSceneObj (string sceneObjName=null, bool needIns=false, uint bindNetId=0, int bindIndex=-1, System.Action< NetworkSceneObjBase, GameObject > callback=null)
 
void NetworkSpawnSceneObj (GameObject prefabGO, string sceneObjName="", bool needIns=false, uint bindNetId=0, int bindIndex=-1, System.Action< NetworkSceneObjBase, GameObject > callback=null)
 
void RegNetworkSceneObj (uint netId, NetworkSceneObjBase networkSceneObj)
 
void UnRegNetworkSceneObj (uint netId)
 
NetworkSceneObjBase GetNetworkSceneObj (uint netId)
 
void NetworkSpawnPhysicsUnitByName (string puName, bool needIns=true, bool syncRB=true, uint bindNetId=0, int bindIndex=-1, Vector3? pos=null, Quaternion? rot=null, System.Action< NetworkPhysicsUnit, GameObject > callback=null)
 
void NetworkSpawnPhysicsUnitCommon (string resPath, bool needIns=true, bool syncRB=true, uint bindNetId=0, int bindIndex=-1, Vector3? pos=null, Quaternion? rot=null, System.Action< NetworkPhysicsUnit, GameObject > callback=null)
 
void NetworkSpawnPhysicsUnit (GameObject prefabGO, string resPath="", bool needIns=true, bool syncRB=true, uint bindNetId=0, int bindIndex=-1, System.Action< NetworkPhysicsUnit, GameObject > callback=null)
 
void RegNetworkPhysicsUnit (uint netId, NetworkPhysicsUnit networkPhysicsUnit)
 
void UnRegNetworkPhysicsUnit (uint netId)
 
NetworkPhysicsUnit GetNetworkPhysicsUnit (uint netId)
 
void RegNetObjBase (uint netId, NetworkObjBase netObjBase)
 
void UnRegNetObjBase (uint netId)
 
NetworkObjBase GetNetObjBase (uint netId)
 
void RegisterNetworkStateBase (uint netId, NetworkStateBase networkStateBase)
 
void UnRegisterNetworkStateBase (uint netId)
 
NetworkStateBase GetNetworkStateBase (uint netId)
 
void CmdClearSpawn ()
 
void CleanUpAllNetworkPrefabs ()
 
void CleanUpNetworkPrefabsByTileId (int tileId)
 CleanUp all network objs before in front of selected tile More...
 
void CleanUpNetworkPrefabsByTile (TileBase tile)
 
void SpawnNetworkIB (NetworkInteractBase networkIB)
 
void SpawnNetworkSceneObj (NetworkSceneObjBase networkSceneObj)
 
void SpawnNetworkPhysicsUnit (NetworkPhysicsUnit networkPhysicsUnit)
 
void RpcCreateBy (int creatorNetId, uint selfNetId)
 

Public Attributes

SortedList< uint, NetworkInteractBasenetworkIBs = new SortedList<uint, NetworkInteractBase>()
 
SortedList< uint, NetworkCharacterBasenetworkCharacters = new SortedList<uint, NetworkCharacterBase>()
 
SortedList< uint, NetworkEnvnetworkEnvs = new SortedList<uint, NetworkEnv>()
 
SortedList< uint, NetworkStabableObjnetworkStabableObjs = new SortedList<uint, NetworkStabableObj>()
 
SortedList< uint, NetworkFlyObjectBasenetworkFlyObjs = new SortedList<uint, NetworkFlyObjectBase>()
 
SortedList< uint, NetworkSceneObjBasenetworkSceneObjs = new SortedList<uint, NetworkSceneObjBase>()
 
SortedList< uint, NetworkPhysicsUnitnetworkPhysicsUnits = new SortedList<uint, NetworkPhysicsUnit>()
 
SortedList< uint, NetworkObjBasenetObjBases = new SortedList<uint, NetworkObjBase>()
 
SortedList< uint, NetworkStateBasenetStateBases = new SortedList<uint, NetworkStateBase>()
 
NetworkCharacterBase networkCharacterTemplate
 
NetworkFlyObjectBase networkFlyObjectTemplate
 

Static Public Attributes

static NetworkSpawnMgr Instance
 

Events

System.Action< int > OnSpawnNetworkIB
 
System.Action< int > OnSpawnNetworkSceneObj
 
System.Action< int > OnSpawnNetworkPhysicsUnit
 
System.Action< uint > networkCharacterAddEvent
 

Member Function Documentation

◆ CleanUpNetworkPrefabsByTileId()

void CrossLink.Network.NetworkSpawnMgr.CleanUpNetworkPrefabsByTileId ( int  tileId)

CleanUp all network objs before in front of selected tile

◆ NetworkInstantiateSceneObj()

GameObject CrossLink.Network.NetworkSpawnMgr.NetworkInstantiateSceneObj ( string  sceneObjName = null,
bool  needIns = false,
uint  bindNetId = 0,
int  bindIndex = -1 
)

client except host also can call this function