Class NetworkBehaviour
- Namespace
- Netick
- Assembly
- Netick.dll
Network Behaviour is the base class for all behaviours that need to be networked.
public abstract class NetworkBehaviour : NetickBehaviour
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourNetworkBehaviour
- Derived
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.useGUILayoutMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.transformComponent.gameObjectComponent.tagObject.GetInstanceID()Object.GetHashCode()Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectOfType<T>()Object.ToString()Object.nameObject.hideFlags
- Extension Methods
Constructors
NetworkBehaviour()
protected NetworkBehaviour()
Properties
BehaviourId
[NetworkedGroup(NetGroup.End, Relevancy.Everyone, false)]
public int BehaviourId { get; }
Property Value
Id
The network id of this object.
public int Id { get; }
Property Value
InputSource
Returns the source NetworkPlayer (NetworkPeer/ServerConnection) of inputs for this NetworkObject. If the source of inputs is remote (from a client) it returns that ServerConnection, while on the input source itself it returns the local NetworkPlayer.
public NetworkPlayer InputSource { get; }
Property Value
IsClient
Returns true if this Sandbox is a client.
public bool IsClient { get; }
Property Value
IsInputSource
Returns true if this LocalPlayer is providing inputs to this Object.
public bool IsInputSource { get; }
Property Value
IsOwner
Returns true if this Sandbox is the owner of this Object. In this version of Netick: Server=Owner.
public bool IsOwner { get; }
Property Value
IsProxy
Returns true if we neither provide inputs nor own this object.
public bool IsProxy { get; }
Property Value
IsResimulating
Returns true if we are currently resimulating a previous input of the past. On the server, it always returns false since only the clients resimulate.
public bool IsResimulating { get; }
Property Value
IsServer
Returns true if this Sandbox is the server.
public bool IsServer { get; }
Property Value
Methods
AddArray(nArray)
Internal method. Never call this.
public void AddArray(nArray array)
Parameters
array
nArray
AddProperty(NetworkVariable, bool, bool)
Internal method. Never call this.
public NetworkVariable AddProperty(NetworkVariable property, bool isInterpolated, bool isPredicted)
Parameters
property
NetworkVariableisInterpolated
boolisPredicted
bool
Returns
ApplyToBehaviour()
Overrides this to apply the Unity's component (or third-party component) state into the network state (network properties) of this NetworkBehaviour.
public virtual void ApplyToBehaviour()
ApplyToComponent()
Overrides this to apply the network state (network properties) of this NetworkBehaviour into the Unity's component (or third-party component) state.
public virtual void ApplyToComponent()
BeforeSetup()
public virtual void BeforeSetup()
CanInvoke(RpcPeers, RpcPeers, bool, int)
Internal method. Never call this.
public bool CanInvoke(RpcPeers source, RpcPeers target, bool localInvoke, int rpcId)
Parameters
Returns
CanSend(RpcPeers, RpcPeers, int)
Internal method. Never call this.
public bool CanSend(RpcPeers source, RpcPeers target, int id)
Parameters
Returns
FetchInput<T>(out T)
Fetchs a NetworkInput for this tick. Returns false if no input source is currently providing inputs to this Object, or when input loss occurs (in case of a remote input source).
public bool FetchInput<T>(out T input) where T : NetworkInput
Parameters
input
T
Returns
Type Parameters
T
FetchInput<T>(out T, out Tick, out float)
Fetchs a NetworkInput for this tick. Returns false if no input source is currently providing inputs to this Object, or when input loss occurs (in case of a remote input source).
public bool FetchInput<T>(out T input, out Tick interpolationTick, out float interpolationAlpha) where T : NetworkInput
Parameters
Returns
Type Parameters
T
FindInterpolator<T>(int)
Finds a property interpolator by Id. You should call this in NetworkStart, and store your interpolator in a variable - because calling this repeatedly is slow.
public Interpolator<T> FindInterpolator<T>(int id) where T : struct
Parameters
id
intInterpolator id
Returns
- Interpolator<T>
Interpolator of the property
Type Parameters
T
Property type
InitProperties()
Internal method. Never call this.
public virtual void InitProperties()
NetworkInit()
public virtual void NetworkInit()
NetworkReset()
Called when this Object (which's part of a networked prefab) has been recycled. It's used to reset the state of networked prefabs for reuse later. Make sure to reset the object correctly.
Note: all network properties are auto-reset to their declaration value by Netick. Therefore, you only need to reset non-networked fields which need to be reset.
Note: this is only called if pooling is activated for this prefab.
public virtual void NetworkReset()
OnInputPermitted()
Called when this LocalPlayer has been granted permission to provide inputs to this Object.
public virtual void OnInputPermitted()
OnInputRevoked()
Called when this LocalPlayer has been revoked from providing inputs to this Object.
public virtual void OnInputRevoked()
OnInputSourceLeft()
Called on the server when the input source of this Object has disconnected.
public virtual void OnInputSourceLeft()
OnSpawnPredictionSucceeded()
Called on the client when the server confirms that this object has been successfully spawn-predicted and therefore has a valid Id.
public virtual void OnSpawnPredictionSucceeded()