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| void | ListenToMessages () |
| | Call ListenToMessages() to start listening to messages from the server More...
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| void | StopListening () |
| | Add StopListening when you want to stop listening to messages from the server More...
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| override void | OnWebSocketEventReceived (GamePlayEvent gameplayEvent) |
| | During GamePlay once a event received from another player (Websocket) More...
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| override void | OnUDPEventReceived (GamePlayEvent udpEvent) |
| | During GamePlay once a event received from another player (UDP) More...
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| virtual void | OnMessageReceived (GamePlayEvent gamePlayEvent) |
| | This the Main Callback to call from your PlayerManager to access messages sent from other players. More...
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| virtual void | OnOwnershipRequestReceived (NetworkedPlayer requestee, Observable observable) |
| | OnOwnershipRequestReceived is Received from the server once another player requests the ownership of an observable More...
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void | SetUpPlayer (Player playerFromServer, string roomId, bool isLocalPlayer=false) |
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| void | SendGamePlayEvent (GamePlayEvent gamePlayEvent) |
| | Sends an event to all players in the room More...
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| void | SendGamePlayEventUDP (GamePlayEvent gamePlayEvent) |
| | Sends an event to all players in the room (UDP) More...
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| void | BroadcastMessage (GamePlayEvent gamePlayEvent) |
| | Sends an event to all players in the room except the sender More...
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| void | BroadcastMessage (string eventName, Vector3 position) |
| | Sends an event to all players in the room except the sender More...
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| void | BroadcastMessage (string eventName, Quaternion rotation) |
| | Sends an event to all players in the room except the sender More...
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| void | BroadcastMessage (string eventName, Vector3 position, Quaternion rotation) |
| | Sends an event to all players in the room except the sender More...
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| void | BroadcastMessage (string eventName, List< int > integerArray) |
| | Sends an event to all players in the room except the sender More...
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| void | BroadcastMessage (string eventName, List< float > floatArray) |
| | Sends an event to all players in the room except the sender More...
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| void | BroadcastMessage (string eventName, string[] stringData=null, int[] commandInts=null, float[] floatData=null, bool[] booleanData=null) |
| | Sends an event to all players in the room except the sender More...
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| Observable | CreateObservableObject (string prefabName, Vector3 startPosition, Quaternion startRotation, SyncOptions syncOption, bool interpolatePosition=false, bool interpolateRotation=false, float interpolationFactor=0) |
| | Creates synced GameObject in runtime in the local player's world and sends an event to all players in the room to create the observable in their worlds More...
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| 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...
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| virtual void | OnConnectionToEdge () |
| | Called once the ConnectToEdge Request succeed More...
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| virtual void | OnFaliureToConnect (string reason) |
| | Called once the ConnectToEdge Request fails More...
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| virtual void | OnRegisterEvent () |
| | Called once the server assigned a playerId to the user right after the connection is established More...
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| virtual void | OnNotificationEvent (Notification notification) |
| | Called once a notification is received from the server More...
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| virtual void | OnRoomsListReceived (List< Room > rooms) |
| | The response for EdgeManager.GetRooms() returns list of rooms on the server More...
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| 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...
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| 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...
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| 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...
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| 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...
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| virtual void | PlayerJoinedRoom (Room room) |
| | Called automatically once a player joins the local player room More...
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| virtual void | OnJoinRoomFailed () |
| | Called once a JoinRoom Request fails on the server More...
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| 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...
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| virtual void | OnPlayerLeft (RoomMemberLeft playerLeft) |
| | Called once a player in the same room as the local player leaves the room More...
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| virtual void | OnLeftRoom () |
| | Called once ExitRoom request in(EdgeManager.ExitRoom()) succeed More...
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| virtual void | OnNewObservableCreated (Observable observable) |
| | Server Callback when a new Observable is created by one of the players More...
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