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