Public Member Functions | |
void | ConnectToEdge (bool useAnyCarrierNetwork=true, bool useFallBackLocation=false, string path="") |
Starts the connection to your Edge server, server discovery is based on GPS location and the telecommunication carrier More... | |
virtual void | OnConnectionToEdge () |
Called once the ConnectToEdge Request succeed More... | |
virtual void | OnFaliureToConnect (string reason) |
Called once the ConnectToEdge Request fails More... | |
virtual void | OnRegisterEvent () |
Called once the server assigned a playerId to the user right after the connection is established More... | |
virtual void | OnNotificationEvent (Notification notification) |
Called once a notification is received from the server More... | |
virtual void | OnRoomsListReceived (List< Room > rooms) |
The response for EdgeManager.GetRooms() returns list of rooms on the server More... | |
virtual void | OnNewRoomCreatedInLobby () |
Called automatically once a new room is created on the server You can use this callback to call EdgeManager.GetRooms() to get the updated list of the rooms in the lobby More... | |
virtual void | OnRoomRemovedFromLobby () |
Called automatically once a room is removed from the lobby You can use this callback to call EdgeManager.GetRooms() to get the updated list of the rooms in the lobby More... | |
virtual void | OnRoomCreated (Room room) |
Called once the local player creates a room, The response of EdgeManagre.CreateRoom() and might be the response of EdgeManager.JoinOrCreateRoom() in case of room creation More... | |
virtual void | OnRoomJoin (Room room) |
Called once the local player joins a room, The response of EdgeManagre.JoinRoom() and might be the response of EdgeManager.JoinOrCreateRoom() in case of room join More... | |
virtual void | PlayerJoinedRoom (Room room) |
Called automatically once a player joins the local player room More... | |
virtual void | OnJoinRoomFailed () |
Called once a JoinRoom Request fails on the server More... | |
virtual void | OnGameStart () |
Called once the game starts, the game starts on the server once the number of players == the maximum players per room More... | |
virtual void | OnPlayerLeft (RoomMemberLeft playerLeft) |
Called once a player in the same room as the local player leaves the room More... | |
virtual void | OnLeftRoom () |
Called once ExitRoom request in(EdgeManager.ExitRoom()) succeed More... | |
virtual void | OnWebSocketEventReceived (GamePlayEvent gamePlayEvent) |
During GamePlay once a event received from another player (Websocket) More... | |
virtual void | OnNewObservableCreated (Observable observable) |
Server Callback when a new Observable is created by one of the players More... | |
virtual void | OnUDPEventReceived (GamePlayEvent gamePlayEvent) |
During GamePlay once a event received from another player (UDP) More... | |
Static Public Attributes | |
static Action | connectedToEdge |
static Action< string > | failureToConnect |
static Action | registerEvent |
static Action< Notification > | notificationEvent |
static Action< GamePlayEvent > | eventReceived |
static Action< GamePlayEvent > | udpEventReceived |
static Action< RoomMemberLeft > | playerLeft |
static Action< List< Room > > | roomsList |
static Action< Room > | roomCreated |
static Action< Room > | roomJoin |
static Action< Room > | playerRoomJoined |
static Action | joinRoomFaliure |
static Action | newRoomCreatedInLobby |
static Action | roomRemovedFromLobby |
static Action | leftRoom |
static Action | gameStart |
static Action | gameEnd |
static Action< Observable > | newObservableCreated |