Class NetworkBehaviour
- Namespace
- Netick
- Assembly
- Netick.Unity.dll
public abstract class NetworkBehaviour : NetickBehaviour, INetickNetworkScript, INetickScript
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourNetworkBehaviour
- Implements
- Derived
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.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.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
- Extension Methods
Constructors
NetworkBehaviour()
protected NetworkBehaviour()
Fields
S
public int* S
Field Value
- int*
Properties
BehaviourId
The network id of this NetworkBehaviour.
public int BehaviourId { get; }
Property Value
Id
The network id of this object.
public int Id { get; }
Property Value
IsClient
Returns true if this NetickEngine 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 NetickEngine is the owner of this Object. In this version of Netick: Server=Owner.
public bool IsOwner { get; }
Property Value
IsPredicted
public bool IsPredicted { 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 NetickEngine is the server.
public bool IsServer { get; }
Property Value
Methods
FetchInput<T>(out T)
Fetchs a network input 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 : unmanaged
Parameters
inputT
Returns
Type Parameters
T
FindInterpolator<T>(string)
public Interpolator<T> FindInterpolator<T>(string propertyName) where T : unmanaged
Parameters
propertyNamestring
Returns
- Interpolator<T>
Type Parameters
T
GameEngineIntoNetcode()
public virtual void GameEngineIntoNetcode()
InternalGetStateSizeWords()
public virtual int InternalGetStateSizeWords()
Returns
InternalInit()
public virtual void InternalInit()
InternalReset()
public virtual void InternalReset()
NetcodeIntoGameEngine()
public virtual void NetcodeIntoGameEngine()
NetworkReset()
public virtual void NetworkReset()
OnInputSourceChanged(NetworkPlayer)
public virtual void OnInputSourceChanged(NetworkPlayer previous)
Parameters
previousNetworkPlayer
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()