This is almost an exact copy of Unity's LobbyPlayer but with a few changes so that it works with NobleNetworkLobbyManager
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Inherits NetworkBehaviour.
This is almost an exact copy of Unity's LobbyPlayer but with a few changes so that it works with NobleNetworkLobbyManager
◆ OnClientEnterLobby()
virtual void NobleConnect.UNet.NobleLobbyPlayer.OnClientEnterLobby |
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virtual |
◆ OnClientExitLobby()
virtual void NobleConnect.UNet.NobleLobbyPlayer.OnClientExitLobby |
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virtual |
◆ OnClientReady()
virtual void NobleConnect.UNet.NobleLobbyPlayer.OnClientReady |
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bool |
readyState | ) |
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virtual |
◆ OnDeserialize()
override void NobleConnect.UNet.NobleLobbyPlayer.OnDeserialize |
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NetworkReader |
reader, |
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bool |
initialState |
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) |
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◆ OnSerialize()
override bool NobleConnect.UNet.NobleLobbyPlayer.OnSerialize |
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NetworkWriter |
writer, |
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bool |
initialState |
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) |
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◆ OnStartClient()
override void NobleConnect.UNet.NobleLobbyPlayer.OnStartClient |
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◆ RemovePlayer()
void NobleConnect.UNet.NobleLobbyPlayer.RemovePlayer |
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◆ SendNotReadyToBeginMessage()
void NobleConnect.UNet.NobleLobbyPlayer.SendNotReadyToBeginMessage |
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◆ SendReadyToBeginMessage()
void NobleConnect.UNet.NobleLobbyPlayer.SendReadyToBeginMessage |
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◆ SendSceneLoadedMessage()
void NobleConnect.UNet.NobleLobbyPlayer.SendSceneLoadedMessage |
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◆ ShowLobbyGUI
bool NobleConnect.UNet.NobleLobbyPlayer.ShowLobbyGUI = true |
◆ readyToBegin
bool NobleConnect.UNet.NobleLobbyPlayer.readyToBegin |
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getset |
◆ slot
byte NobleConnect.UNet.NobleLobbyPlayer.slot |
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getset |