Class NetworkBehaviour
public abstract class NetworkBehaviour : NetickBehaviour, INetickNetworkScript, INetickScript
- Inheritance
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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
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; set; }
Property Value
InputSourcePlayerId
public int InputSourcePlayerId { 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
On the client, it returns true only if the client is predicting this object. On the server, it always returns true.
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
StateSize
Returns the networked state size of this behavior in bytes.
public int StateSize { get; }
Property Value
Methods
CopyStateTo(byte*)
public void CopyStateTo(byte* target)
Parameters
target
byte*
FetchInput<T>(out T, out bool, int)
Fetches 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, out bool isDuplicated, int index = 0) where T : unmanaged
Parameters
Returns
Type Parameters
T
FetchInput<T>(out T, int)
Fetches 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, int index = 0) where T : unmanaged
Parameters
input
Tindex
int
Returns
Type Parameters
T
FindInterpolator(string)
public Interpolator FindInterpolator(string propertyName)
Parameters
propertyName
string
Returns
GameEngineIntoNetcode()
public virtual void GameEngineIntoNetcode()
GetRef<T>()
public NetworkBehaviourRef<T> GetRef<T>() where T : NetworkBehaviour
Returns
Type Parameters
T
InternalGetStateSizeWords()
public virtual int InternalGetStateSizeWords()
Returns
InternalInit()
public virtual void InternalInit()
InternalReset()
public virtual void InternalReset()
NetcodeIntoGameEngine()
public virtual void NetcodeIntoGameEngine()
NetworkAwake()
public virtual void NetworkAwake()
NetworkReset()
public virtual void NetworkReset()
OnBecameInterested()
public virtual void OnBecameInterested()
OnBecameUninterested()
public virtual void OnBecameUninterested()
OnInputSourceChanged(NetworkPlayer)
public virtual void OnInputSourceChanged(NetworkPlayer previous)
Parameters
previous
NetworkPlayer
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 SceneLoadId.
public virtual void OnSpawnPredictionSucceeded()
SetStateFrom(byte*)
Sets the state of this behavior. Ignores [OnChanged] callbacks when setting the data.
public void SetStateFrom(byte* source)
Parameters
source
byte*