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Me::DerangedSenators::CopsAndRobbers::Player

Inherits from NetworkBehaviour, MonoBehaviour

Public Functions

Name
virtual override void OnStartClient()
Called on every NetworkBehaviour when it is activated on a client.
virtual override void OnStopClient()
This is invoked on clients when the server has caused this object to be destroyed.
virtual override void OnStopServer()
Invoked on the server when the object is unspawned
void HostGame(bool publicMatch)
void JoinGame(string matchId)
void SearchGame()
void BeginGame()
void StartGame()
void DisconnectGame()
int GetTeamId()

Public Attributes

Name
Player localPlayer
string MatchId
int playerIndex
int teamId
Match currentMatch

Additional inherited members

Public Functions inherited from NetworkBehaviour

Name
void SetDirtyBit(ulong dirtyBit)
Used to set the behaviour as dirty, so that a network update will be sent for the object. these are masks, not bit numbers, ie. 0x004 not 2
void ClearAllDirtyBits()
This clears all the dirty bits that were set on this script by SetDirtyBits();
bool IsDirty()
virtual bool OnSerialize(NetworkWriter writer, bool initialState)
Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize().
virtual void OnDeserialize(NetworkReader reader, bool initialState)
Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize().
bool SerializeObjectsAll(NetworkWriter writer)
bool SerializeObjectsDelta(NetworkWriter writer)
virtual void OnStartServer()
This is invoked for NetworkBehaviour objects when they become active on the server.
virtual void OnStartLocalPlayer()
Called when the local player object has been set up.
virtual void OnStartAuthority()
This is invoked on behaviours that have authority, based on context and NetworkIdentity.hasAuthority.
virtual void OnStopAuthority()
This is invoked on behaviours when authority is removed.

Protected Functions inherited from NetworkBehaviour

Name
bool getSyncVarHookGuard(ulong dirtyBit)
void setSyncVarHookGuard(ulong dirtyBit, bool value)
void InitSyncObject(SyncObject syncObject)
void SendCommandInternal(Type invokeClass, string cmdName, NetworkWriter writer, int channelId, bool ignoreAuthority =false)
void SendRPCInternal(Type invokeClass, string rpcName, NetworkWriter writer, int channelId, bool excludeOwner)
void SendTargetRPCInternal(NetworkConnection conn, Type invokeClass, string rpcName, NetworkWriter writer, int channelId)
bool SyncVarGameObjectEqual(GameObject newGameObject, uint netIdField)
void SetSyncVarGameObject(GameObject newGameObject, ref GameObject gameObjectField, ulong dirtyBit, ref uint netIdField)
GameObject GetSyncVarGameObject(uint netId, ref GameObject gameObjectField)
bool SyncVarNetworkIdentityEqual(NetworkIdentity newIdentity, uint netIdField)
void SetSyncVarNetworkIdentity(NetworkIdentity newIdentity, ref NetworkIdentity identityField, ulong dirtyBit, ref uint netIdField)
NetworkIdentity GetSyncVarNetworkIdentity(uint netId, ref NetworkIdentity identityField)
bool SyncVarEqual< T >(T value, ref T fieldValue)
void SetSyncVar< T >(T value, ref T fieldValue, ulong dirtyBit)
virtual bool SerializeSyncVars(NetworkWriter writer, bool initialState)
virtual void DeserializeSyncVars(NetworkReader reader, bool initialState)

Public Properties inherited from NetworkBehaviour

Name
NetworkIdentity netIdentity
Returns the NetworkIdentity of this object
int ComponentIndex
Returns the index of the component on this object

Protected Properties inherited from NetworkBehaviour

Name
ulong syncVarDirtyBits

Public Attributes inherited from NetworkBehaviour

Name
SyncMode syncMode
sync mode for OnSerialize
float syncInterval
sync interval for OnSerialize (in seconds)
bool isServer
Returns true if this object is active on an active server.
bool isClient
Returns true if running as a client and this object was spawned by a server.
bool isLocalPlayer
This returns true if this object is the one that represents the player on the local machine.
bool isServerOnly
True if this object only exists on the server
bool isClientOnly
True if this object exists on a client that is not also acting as a server
bool hasAuthority
This returns true if this object is the authoritative version of the object in the distributed network application.
uint netId
The unique network Id of this object.
NetworkConnection connectionToServer
The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the client.
NetworkConnection connectionToClient
The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server.

Protected Attributes inherited from NetworkBehaviour

Name
readonly List< SyncObject > syncObjects
objects that can synchronize themselves, such as synclists

Public Functions Documentation

function OnStartClient

inline virtual override void OnStartClient()

Called on every NetworkBehaviour when it is activated on a client.

Reimplements: Mirror::NetworkBehaviour::OnStartClient

Objects on the host have this function called, as there is a local client on the host. The values of SyncVars on object are guaranteed to be initialized correctly with the latest state from the server when this function is called on the client.

function OnStopClient

inline virtual override void OnStopClient()

This is invoked on clients when the server has caused this object to be destroyed.

Reimplements: Mirror::NetworkBehaviour::OnStopClient

This can be used as a hook to invoke effects or do client specific cleanup.

function OnStopServer

inline virtual override void OnStopServer()

Invoked on the server when the object is unspawned

Reimplements: Mirror::NetworkBehaviour::OnStopServer

Useful for saving object data in persistant storage

function HostGame

inline void HostGame(
    bool publicMatch
)

function JoinGame

inline void JoinGame(
    string matchId
)

function SearchGame

inline void SearchGame()

function BeginGame

inline void BeginGame()

function StartGame

inline void StartGame()

function DisconnectGame

inline void DisconnectGame()

function GetTeamId

inline int GetTeamId()

Public Attributes Documentation

variable localPlayer

static Player localPlayer;

variable MatchId

string MatchId;

variable playerIndex

int playerIndex;

variable teamId

int teamId;

variable currentMatch

Match currentMatch;

Updated on 21 January 2021 at 11:06:39 UTC