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Serious Game - Electrónica VR 1.0.0
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Public Types | |
| enum | AutoConnectRole { Ninguno , Explorador , Tecnico } |
Public Member Functions | |
| async void | StartSimulation (GameMode mode) |
| void | IniciarComoTecnico () |
| void | OnPlayerJoined (NetworkRunner runner, PlayerRef player) |
| void | OnPlayerLeft (NetworkRunner runner, PlayerRef player) |
| void | OnInput (NetworkRunner runner, NetworkInput input) |
| void | OnInputMissing (NetworkRunner runner, PlayerRef player, NetworkInput input) |
| void | OnShutdown (NetworkRunner runner, ShutdownReason shutdownReason) |
| void | OnConnectedToServer (NetworkRunner runner) |
| void | OnDisconnectedFromServer (NetworkRunner runner, NetDisconnectReason reason) |
| void | OnConnectRequest (NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) |
| void | OnConnectFailed (NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) |
| void | OnUserSimulationMessage (NetworkRunner runner, SimulationMessagePtr message) |
| void | OnSessionListUpdated (NetworkRunner runner, List< SessionInfo > sessionList) |
| void | OnCustomAuthenticationResponse (NetworkRunner runner, Dictionary< string, object > data) |
| void | OnHostMigration (NetworkRunner runner, HostMigrationToken hostMigrationToken) |
| void | OnReliableDataReceived (NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment< byte > data) |
| void | OnReliableDataProgress (NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) |
| void | OnSceneLoadDone (NetworkRunner runner) |
| void | OnSceneLoadStart (NetworkRunner runner) |
| void | OnObjectExitAOI (NetworkRunner runner, NetworkObject obj, PlayerRef player) |
| void | OnObjectEnterAOI (NetworkRunner runner, NetworkObject obj, PlayerRef player) |
Public Attributes | |
| AutoConnectRole | rolAutomatico = AutoConnectRole.Ninguno |
Private Member Functions | |
| void | Start () |
Private Attributes | |
| NetworkPrefabRef | playerPrefab |
| NetworkRunner | _runner |
| void ConnectionManager.IniciarComoTecnico | ( | ) |
| void ConnectionManager.OnConnectedToServer | ( | NetworkRunner | runner | ) |
| void ConnectionManager.OnConnectFailed | ( | NetworkRunner | runner, |
| NetAddress | remoteAddress, | ||
| NetConnectFailedReason | reason ) |
| void ConnectionManager.OnConnectRequest | ( | NetworkRunner | runner, |
| NetworkRunnerCallbackArgs.ConnectRequest | request, | ||
| byte[] | token ) |
| void ConnectionManager.OnCustomAuthenticationResponse | ( | NetworkRunner | runner, |
| Dictionary< string, object > | data ) |
| void ConnectionManager.OnDisconnectedFromServer | ( | NetworkRunner | runner, |
| NetDisconnectReason | reason ) |
| void ConnectionManager.OnHostMigration | ( | NetworkRunner | runner, |
| HostMigrationToken | hostMigrationToken ) |
| void ConnectionManager.OnInput | ( | NetworkRunner | runner, |
| NetworkInput | input ) |
| void ConnectionManager.OnInputMissing | ( | NetworkRunner | runner, |
| PlayerRef | player, | ||
| NetworkInput | input ) |
| void ConnectionManager.OnObjectEnterAOI | ( | NetworkRunner | runner, |
| NetworkObject | obj, | ||
| PlayerRef | player ) |
| void ConnectionManager.OnObjectExitAOI | ( | NetworkRunner | runner, |
| NetworkObject | obj, | ||
| PlayerRef | player ) |
| void ConnectionManager.OnPlayerJoined | ( | NetworkRunner | runner, |
| PlayerRef | player ) |
| void ConnectionManager.OnPlayerLeft | ( | NetworkRunner | runner, |
| PlayerRef | player ) |
| void ConnectionManager.OnReliableDataProgress | ( | NetworkRunner | runner, |
| PlayerRef | player, | ||
| ReliableKey | key, | ||
| float | progress ) |
| void ConnectionManager.OnReliableDataReceived | ( | NetworkRunner | runner, |
| PlayerRef | player, | ||
| ReliableKey | key, | ||
| ArraySegment< byte > | data ) |
| void ConnectionManager.OnSceneLoadDone | ( | NetworkRunner | runner | ) |
| void ConnectionManager.OnSceneLoadStart | ( | NetworkRunner | runner | ) |
| void ConnectionManager.OnSessionListUpdated | ( | NetworkRunner | runner, |
| List< SessionInfo > | sessionList ) |
| void ConnectionManager.OnShutdown | ( | NetworkRunner | runner, |
| ShutdownReason | shutdownReason ) |
| void ConnectionManager.OnUserSimulationMessage | ( | NetworkRunner | runner, |
| SimulationMessagePtr | message ) |
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private |
| async void ConnectionManager.StartSimulation | ( | GameMode | mode | ) |
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private |
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private |
| AutoConnectRole ConnectionManager.rolAutomatico = AutoConnectRole.Ninguno |