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Assets/Photon/PhotonChat/Code/ChatAppSettings.cs
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64
Assets/Photon/PhotonChat/Code/ChatAppSettings.cs
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// -----------------------------------------------------------------------
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// <copyright file="ChatAppSettings.cs" company="Exit Games GmbH">
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// Chat API for Photon - Copyright (C) 2018 Exit Games GmbH
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// </copyright>
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// <summary>Settings for Photon Chat application and the server to connect to.</summary>
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// <author>developer@photonengine.com</author>
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// ----------------------------------------------------------------------------
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#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
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#define SUPPORTED_UNITY
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#endif
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namespace Photon.Chat
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{
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using System;
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using ExitGames.Client.Photon;
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#if SUPPORTED_UNITY
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using UnityEngine.Serialization;
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#endif
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/// <summary>
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/// Settings for Photon application(s) and the server to connect to.
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/// </summary>
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/// <remarks>
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/// This is Serializable for Unity, so it can be included in ScriptableObject instances.
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/// </remarks>
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#if !NETFX_CORE || SUPPORTED_UNITY
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[Serializable]
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#endif
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public class ChatAppSettings
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{
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/// <summary>AppId for the Chat Api.</summary>
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public string AppIdChat;
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/// <summary>The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for the users to find each other).</summary>
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public string AppVersion;
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/// <summary>Can be set to any of the Photon Cloud's region names to directly connect to that region.</summary>
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public string FixedRegion;
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/// <summary>The address (hostname or IP) of the server to connect to.</summary>
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public string Server;
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/// <summary>If not null, this sets the port of the first Photon server to connect to (that will "forward" the client as needed).</summary>
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public ushort Port;
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/// <summary>The address (hostname or IP and port) of the proxy server.</summary>
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public string ProxyServer;
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/// <summary>The network level protocol to use.</summary>
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public ConnectionProtocol Protocol = ConnectionProtocol.Udp;
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/// <summary>Enables a fallback to another protocol in case a connect to the Name Server fails.</summary>
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/// <remarks>See: LoadBalancingClient.EnableProtocolFallback.</remarks>
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public bool EnableProtocolFallback = true;
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/// <summary>Log level for the network lib.</summary>
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public DebugLevel NetworkLogging = DebugLevel.ERROR;
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/// <summary>If true, the default nameserver address for the Photon Cloud should be used.</summary>
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public bool IsDefaultNameServer { get { return string.IsNullOrEmpty(this.Server); } }
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}
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}
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