Class Manus::Networking::Sync::ActivenessSync
ClassList > Manus > Networking > Sync > ActivenessSync
This syncs a GameObject's activeness state.
Inherits the following classes: Manus::Networking::Sync::BaseSync
Public Functions
Type | Name |
---|---|
override void | Clean () The function called when a Syncable needs to be cleaned. This function should make the IsDirty return false. |
override void | Initialize (Manus.Networking.NetObject p_Object) The function called when a NetObject is Initialized. |
override bool | IsDirty () The function called to see if a Syncable is dirty. Returns true if it need to be Synced. |
override void | ReceiveData (LidNet.NetBuffer p_Msg) Receives all information that needs to be synced. |
override void | WriteData (LidNet.NetBuffer p_Msg) Writes all information that needs to be synced. |
Public Functions inherited from Manus::Networking::Sync::BaseSync
See Manus::Networking::Sync::BaseSync
Type | Name |
---|---|
void | Clean () The function called when a Syncable needs to be cleaned. This function should make the IsDirty return false. |
void | Initialize (NetObject p_Object) The function called when a NetObject is Initialized. |
bool | IsDirty () The function called to see if a Syncable is dirty. Returns true if it need to be Synced. |
virtual void | OnGainOwnership (NetObject p_Object) Called when this game instance gets control of the NetObject. |
virtual void | OnLoseOwnership (NetObject p_Object) Called when this game instance loses control of the NetObject. |
void | ReceiveData (LidNet.NetBuffer p_Msg) Receives all information that needs to be synced. |
void | WriteData (LidNet.NetBuffer p_Msg) Writes all information that needs to be synced. |
Public Functions Documentation
function Clean
function Initialize
The function called when a NetObject is Initialized.
inline override void Manus::Networking::Sync::ActivenessSync::Initialize (
Manus.Networking.NetObject p_Object
)
Parameters:
p_Object
The Net Object this Sync belongs to.
function IsDirty
The function called to see if a Syncable is dirty. Returns true if it need to be Synced.
Returns:
Returns true if it need to be Synced.
function ReceiveData
Receives all information that needs to be synced.
inline override void Manus::Networking::Sync::ActivenessSync::ReceiveData (
LidNet.NetBuffer p_Msg
)
Parameters:
p_Msg
The buffer to read the data from
function WriteData
Writes all information that needs to be synced.
Parameters:
p_Msg
The buffer to write the data to
The documentation for this class was generated from the following file api/unity-plugin/Scripts/Networking/Sync/ActivenessSync.cs