Noble Connect
Add relays and punchthrough to Mirror or UNet
NobleConnect.UNet.NobleLobbyPlayer Class Reference

This is almost an exact copy of Unity's LobbyPlayer but with a few changes so that it works with NobleNetworkLobbyManager More...

Inherits NetworkBehaviour.

Public Member Functions

override void OnStartClient ()
 
void SendReadyToBeginMessage ()
 
void SendNotReadyToBeginMessage ()
 
void SendSceneLoadedMessage ()
 
void RemovePlayer ()
 
virtual void OnClientEnterLobby ()
 
virtual void OnClientExitLobby ()
 
virtual void OnClientReady (bool readyState)
 
override bool OnSerialize (NetworkWriter writer, bool initialState)
 
override void OnDeserialize (NetworkReader reader, bool initialState)
 

Public Attributes

bool ShowLobbyGUI = true
 

Properties

byte slot [get, set]
 
bool readyToBegin [get, set]
 

Detailed Description

This is almost an exact copy of Unity's LobbyPlayer but with a few changes so that it works with NobleNetworkLobbyManager

Member Function Documentation

◆ OnClientEnterLobby()

virtual void NobleConnect.UNet.NobleLobbyPlayer.OnClientEnterLobby ( )
virtual

◆ OnClientExitLobby()

virtual void NobleConnect.UNet.NobleLobbyPlayer.OnClientExitLobby ( )
virtual

◆ OnClientReady()

virtual void NobleConnect.UNet.NobleLobbyPlayer.OnClientReady ( bool  readyState)
virtual

◆ OnDeserialize()

override void NobleConnect.UNet.NobleLobbyPlayer.OnDeserialize ( NetworkReader  reader,
bool  initialState 
)

◆ OnSerialize()

override bool NobleConnect.UNet.NobleLobbyPlayer.OnSerialize ( NetworkWriter  writer,
bool  initialState 
)

◆ OnStartClient()

override void NobleConnect.UNet.NobleLobbyPlayer.OnStartClient ( )

◆ RemovePlayer()

void NobleConnect.UNet.NobleLobbyPlayer.RemovePlayer ( )

◆ SendNotReadyToBeginMessage()

void NobleConnect.UNet.NobleLobbyPlayer.SendNotReadyToBeginMessage ( )

◆ SendReadyToBeginMessage()

void NobleConnect.UNet.NobleLobbyPlayer.SendReadyToBeginMessage ( )

◆ SendSceneLoadedMessage()

void NobleConnect.UNet.NobleLobbyPlayer.SendSceneLoadedMessage ( )

Member Data Documentation

◆ ShowLobbyGUI

bool NobleConnect.UNet.NobleLobbyPlayer.ShowLobbyGUI = true

Property Documentation

◆ readyToBegin

bool NobleConnect.UNet.NobleLobbyPlayer.readyToBegin
getset

◆ slot

byte NobleConnect.UNet.NobleLobbyPlayer.slot
getset