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Assets/Photon/PhotonUnityNetworking/Code/Enums.cs
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Assets/Photon/PhotonUnityNetworking/Code/Enums.cs
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// ----------------------------------------------------------------------------
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// <copyright file="Enums.cs" company="Exit Games GmbH">
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// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
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// </copyright>
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// <summary>
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// Wraps up several enumerations for PUN.
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// </summary>
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// <author>developer@exitgames.com</author>
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// ----------------------------------------------------------------------------
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namespace Photon.Pun
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{
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/// <summary>Which PhotonNetwork method was called to connect (which influences the regions we want pinged).</summary>
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/// <remarks>PhotonNetwork.ConnectUsingSettings will call either ConnectToMaster, ConnectToRegion or ConnectToBest, depending on the settings.</remarks>
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public enum ConnectMethod { NotCalled, ConnectToMaster, ConnectToRegion, ConnectToBest }
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/// <summary>Used to define the level of logging output created by the PUN classes. Either log errors, info (some more) or full.</summary>
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/// \ingroup publicApi
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public enum PunLogLevel
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{
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/// <summary>Show only errors. Minimal output. Note: Some might be "runtime errors" which you have to expect.</summary>
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ErrorsOnly,
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/// <summary>Logs some of the workflow, calls and results.</summary>
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Informational,
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/// <summary>Every available log call gets into the console/log. Only use for debugging.</summary>
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Full
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}
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/// <summary>Enum of "target" options for RPCs. These define which remote clients get your RPC call. </summary>
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/// \ingroup publicApi
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public enum RpcTarget
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{
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/// <summary>Sends the RPC to everyone else and executes it immediately on this client. Player who join later will not execute this RPC.</summary>
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All,
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/// <summary>Sends the RPC to everyone else. This client does not execute the RPC. Player who join later will not execute this RPC.</summary>
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Others,
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/// <summary>Sends the RPC to MasterClient only. Careful: The MasterClient might disconnect before it executes the RPC and that might cause dropped RPCs.</summary>
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MasterClient,
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/// <summary>Sends the RPC to everyone else and executes it immediately on this client. New players get the RPC when they join as it's buffered (until this client leaves).</summary>
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AllBuffered,
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/// <summary>Sends the RPC to everyone. This client does not execute the RPC. New players get the RPC when they join as it's buffered (until this client leaves).</summary>
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OthersBuffered,
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/// <summary>Sends the RPC to everyone (including this client) through the server.</summary>
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/// <remarks>
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/// This client executes the RPC like any other when it received it from the server.
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/// Benefit: The server's order of sending the RPCs is the same on all clients.
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/// </remarks>
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AllViaServer,
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/// <summary>Sends the RPC to everyone (including this client) through the server and buffers it for players joining later.</summary>
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/// <remarks>
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/// This client executes the RPC like any other when it received it from the server.
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/// Benefit: The server's order of sending the RPCs is the same on all clients.
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/// </remarks>
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AllBufferedViaServer
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}
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public enum ViewSynchronization { Off, ReliableDeltaCompressed, Unreliable, UnreliableOnChange }
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/// <summary>
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/// Options to define how Ownership Transfer is handled per PhotonView.
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/// </summary>
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/// <remarks>
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/// This setting affects how RequestOwnership and TransferOwnership work at runtime.
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/// </remarks>
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public enum OwnershipOption
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{
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/// <summary>
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/// Ownership is fixed. Instantiated objects stick with their creator, room objects always belong to the Master Client.
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/// </summary>
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Fixed,
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/// <summary>
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/// Ownership can be taken away from the current owner who can't object.
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/// </summary>
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Takeover,
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/// <summary>
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/// Ownership can be requested with PhotonView.RequestOwnership but the current owner has to agree to give up ownership.
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/// </summary>
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/// <remarks>The current owner has to implement IPunCallbacks.OnOwnershipRequest to react to the ownership request.</remarks>
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Request
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}
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}
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